Daily Unreal Column #79 - Manual event execution with 'ke'
When testing different aspects of your game, I'm almost certain that at some point you wanted to be able to manually execute an event defined in an actor blueprint graph. Here is how to do that.
Once you start a PIE session, you need to open a console prompt and type in following command:
ke ActorName EventName ParamValue
ActorName is the name as appears in the scene outline.
EventName is the name of the blueprint event.
ParamValue is the value of a parameter, if one exist.
Further more, you can use * instead ActorName to execute specified event on all actors. For example:
ke * Jump
will execute Jump event on all actors that have that event defined.
To help remember the command "ke", it's perhaps easier to remember that it stands for "Kismet Event" (Kismet was the predecessor to Blueprints and the Unreal source code is still littered with references to Kismet 😅).
You can even write "KismetEvent" (capitalization doesn't matter) for the same functionality!