Call Blueprint Event from Console

If you add an event in the level script, you can actually call it directly in the console with “ce EventName OptionalParamValue” etc.

As an example, if this were in my level script:

I could call it on the console with “ce TestConsoleEvent 25” and it would output 25 to the screen.

If you want an event in a blueprint for an actor in the world, you can use a similar setup, except you also have to specify which actor (and it uses “ke” instead of “ce”):
“ke ActorName EventName ParamValue”

If you don’t know the actor name, you can use “*” and it will try to call it on **every **actor in the world:
“ke * TestConsoleEvent 25”

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