Call Custom Event By Name

This is tricky business. There is a way to do this with console commands but it’s kind of crazy practice but instead of a half-hearted speech about “best practices” I will just lay it out.

You can call any custom event using an odd console command called “ke”

ke actorNameHere eventNameHere Param Param Param

You can call it on all actors it exists on by doing:

ke * eventNameHere

So just build a string with the target name and the event name and fill that into an ExecuteConsoleCommand node.

As a note, “ce” will call an event in the level blueprint and will even autopopulate it in the in-game console.

1 Like