Create Event Executable Node automatically for every BoxCollision Object

One trick to accomplish this would be to move a nearby invisible object - to pass thru all 3 volumes - at EventBeginPlay.

This should activate the OnComponentHits, with no one being the wiser that an invisible object triggered it

Hello,

is there a possibility to create the Event Executable Node automatically for every Box Collision Component inside of an Blueprint in the beginning of the editor play?

For example:
If we have 3 different Box Collision Components, that it creates 3 OnComponentHits automatically

Yup, like this: