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