# Handle Sequencer Events in C++ code

**URL:** <https://forums.unrealengine.com/t/handle-sequencer-events-in-c-code/78562>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [November 17, 2016, 12:52pm UTC](https://forums.unrealengine.com/t/handle-sequencer-events-in-c-code/78562 "2016-11-17T12:52:55Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![mdeni](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mdeni](https://forums.unrealengine.com/u/mdeni)\
**Post date:** [November 21, 2016, 2:32pm UTC](https://forums.unrealengine.com/t/handle-sequencer-events-in-c-code/78562/2 "2016-11-21T14:32:12Z")

</div>

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

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

```php

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

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