The only downside is that it only works with C++ classes, not blueprinted classes. Oh well, I’ll keep looking, but at least I found out how that node gets generated.
Any other way of doing this? I tried adding an entry to this but every time I open a newly created child class of the TargetClass it just crashes the editor for me. I used the same UFUNCTION parameters that ReceiveBeginPlay used as well.
The EditorPerProjectUserSettings.ini in the project is in the Saved/Config/WindowEditor folder but it doesn’t have the section of Default Event Nodes