Can the Level Blueprint handle events from a BP that only exists at runtime?

Is it possible for a level blueprint to handle events from something that isn’t in the level until play time? Like a pawn?

In short, no.

In long, there is not really a way for you to directly cast to the map to tell it to run things. the point of the map blueprint is primarily to start any sequences on begin play. For things like handling what a pawn does on spawn, I would task the construction script in the pawn or pawn controller with that or even use gamemode or game instance for it. There’s really no need to try to use the level blueprint because you can access anything from it from any other blueprint with things like ‘Get all actors of class’.