How do we simulate the collision or custom event in bluepirnt editor?

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Do you mean how do you call the event?

yes, and call the function

So to setup the event, right click on the BP, and search “event hit” or “event overlap”, or “custom event” to create your own. You can also create collision events for components by right clicking the component in the components tab and adding the desired event. For functions, on the side bar where is says functions there is a plus icon, click this to add functions. Once created, you can select the function and go to it’s details to set input and return variables. The same can be done for custom events. To call a custom event or function, right click and search it’s name, or from another actors BP or function, you’ll need a reference to the actor or object of that class, then you can call it’s events and functions by pulling off it’s pin and searching the event or function name. As far as calling default engine events(like collision events) in not sure you can manually call those, but you can try the previously mentioned method to verify, they automatically call when a collision event has happened, unless you modify the source code using c++ but I wouldn’t recommend that unless you very experienced in c++ and UE, even then wouldn’t recommend it. Beyond collision and custom events you can set input events and a variety of others in BP, just see the events tab in the BP editor. If you are capable with c++ you can also code in events based of off monitored conditions to your classes. That’s with a bit of work though and id recommend following a step by step tutorial on YouTube to help you understand.

Hope this helps and best of luck

Thanks for your answer, but i mean it that trigger these event via BP Editor’s “simulate” button

They wont.
But you could create a quick bluetility event and press the relevant button in the properties panel to trigger and test - maybe.
Engine changes and all, the event could be limited to running only once the object is placed within a level…

You can create an actor class that references all the other actors and on begin play execute functions in each of the referenced classes.