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.
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!
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!