Reference the Level Blueprint from a Editor Utility Widget?

Hi. I joined a project where they’ve heavily used the Level Blueprint to create a bunch of the events that need to fire off during certain times. Right now they’re tied to keyboard inputs across the keyboard. The project is a live performance where actors are in Mocap suits being fed into Unreal Engine and projected onto a screen behind them and Events go off to transition to different levels or to trigger different lighting effects. Think of it like a stage show where there are lighting or sound cues tied to a line of dialogue an actor would say and have to be hit at the right time.

What I’m wondering is if there’s a way to use a Editor Utility Widget to set up a bunch of buttons that could reference the Custom Events in the Level Blueprint so that I could click a labeled button in a separate window, rather than remember what each key on the keyboard is tied to what Event? The reason I’d like to use the Editor Utility Widget is because we are streaming out the viewport display to the projector and so I can’t simply add a widget to the viewport.

I couldn’t think of a way to get a reference to the Level Blueprint to use. I tried adding an interface blueprint to the Level Blueprint and I could call some events like a sound clip by getting a reference to actors using that BPI, but I couldn’t activate a sequence or apply Widgets to the viewport through that method.

If you have any ideas or suggestion, that would be great. Thanks

Try it like so, using the interface:


Right now they’re tied to keyboard inputs across the keyboard.

If the LB is using Enhanced Input, you might be able to inject it rather than create a bunch of new events. I’ll admit I’ve never tried injecting input from EUW - not sure if that’d work. I think not, but might be worth trying:

I appreciate the response. Using the interface as you provided let me do most of the events that were stored in the level blueprints, but there were still many that I could only get to half execute unfortunately. For example, one event was supposed to activate a sound blueprint in the level and play a movie that was on a widget, but it only activated a sound blueprint and didn’t show the widget. I’m going to assume it’s maybe because EUWs aren’t really designed to run while the game is playing even though it does allow you to.

In the end, I ended up using a device similar to this:


that let me easily keep track of what keys were associated with which events in the level blueprints and I could organize them on sequentially on the board with labels. Essentially the same thing as it was set up with the keyboard input events, but much easier to remember what each key did.

Again, appreciate the response!