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