In either your character / player controller blueprint, or the blueprint for the level switching component (the one that contains the trigger box) you can retain a boolean variable that’s set based on whether or not the player is inside the volume.
Then, in your [Event Interact] or [Event Key ‘E’] pressed event handler, branch on the “isInTriggerVolume” boolean and fire off your console command or level load in the “True” execution branch.
If this doesn’t make sense let me know, I can whip a video together.
Thanks,
Thomas