Handle Sequencer Events in C++ code

Okey, I found the solution. The main idea in this article “Solus C++ Tutorial: Creating Custom Level Blueprints in C++”:

First of all create own LevelScriptActor based on ALevelScriptActor. And realize in its all necessary events. For example:


UCLASS()
class SOMEGAME_API ADefaultLevelScriptActor : public ALevelScriptActor
{
    GENERATED_BODY()
	
public:	
	
    UFUNCTION(BlueprintCallable, Category = "Level Sequence")
    void OnFadeFinished() { /* Some code here */ }
};

Then reparent Level Blueprint to our class. And add event called “OnFadeFinished” to our Level Sequence.

That is all and all works fine :o