Level Blueprint events added to remote control break when compiling

I’m probably doing this wrong, but I’ve created a custom event dispatcher in my level blueprint. I can add this even to a remote control preset by clicking the function button>actor function.

however, if I modify my level blueprint and recompile it, the reference to the event in my remote control preset breaks.

is this expected behavior or a bug?

I’m working on a Virtual Production set up, and I want to use level sequences to switch what sub levels are visible. However, I also want to use level sequences to animate actors in the scene. I’m finding that I can’t call up more than one level sequence at a time when adding those sequences directly to the remote control preset. So I’m looking for a blueprint route to do it where I can instantiate a sequence player. If there’s a better way to do it than adding custom events to my level blueprint, please let me know.