Daily Unreal Column #80 - Manual level blueprint event execution 'ce'
Following up on last daily column, today I want to show you how to manually execute events defined in level blueprints.
Last time I showed you how to execute an event defined in an actor blueprint by specifying the name of the actor, the event name and parameters. Often though, while testing, we put some helper functions inside level blueprint for convenience. This specific blueprint graph is not an actor so it has a specific way of accessing its events.
To call an event from a level blueprint use following console command:
ce EventName ParamValues
With the above command you will execute an event with a name EventName
with parameter values specified right after.