EUW running blocks after EditorRequestBeginPlay

I have an EUW that works as an editor tab. In it I have a button that launches PIE via EditorRequestBeginPlay. I want to call some blocks after the game has started. But when I try to put a delay, timer or some delegate (e.g.: OnBeginPIE) - it never gets called or it gets called after the PIE has ended. Seems like the EUW halts execution after PIE launch.

I want my widget to be usable on any level and it’s a dev tool so I can’t add hacks on level blueprints.
IsEnabledInPIE is turned on (class settings).

How to get it to work?

EDIT:
Here’s my BP:

What happens is that ‘On Begin PIE’ gets printed but ‘Timer called’ starts getting called only after I close PIE.

1 Like

This will not help your overall issue but you shouldn’t drag the handle from one execution branch to an entirely different execution event. That handle is likely invalid. If you break it down in cpp code you’d see that handle is out of scope of the event you are in. You should promote that to a variable for reliable access.

Can you try decoupling from the bind? Try ticking with just a print to see if its even running while you are in PIE