Unreal Engine 5 Why is it possible to create only one onActorBeginOverlap event in a single project on two different levels in the level Blueprint?

In Unreal Engine 5, when creating a reference for a trigger box at one project level, you can create an OnActorBeginOverlap event, but at another project level, you can only create an AssignActorBeginOverlap event, which does not work at all.

From what I’m seeing, it looks like you want to have a box that has an overlap event that loads another level and has an elevator sequence, possibly as an intermediate level loading animation.

You can’t have an event trigger in a different level. I’ve never heard of such a thing.

If you’re creating a single player game, what you can do is create a custom GameInstance. In there, create an ENUM property that specifies what you want your Office level to do when it loads. You can also use a boolean if you only have one optional action you want take.

In your project settings, Maps & Modes, set your new Game Instance Class.

In your overlap event, before loading the Office level, get a reference to your GameInstance, cast it to your custom class and set the enum value (or boolean).

Then in your Office level’s Begin Play event, get a reference to your GameInstance, cast it to your custom class. Then look at the enum and call the function/node you want based on the value of the enum. There’s a switch node you can use for this.

The BindEventToOnActorBeginOverlap event in your first image needs to be hooked up to a begin play or other event that runs to actually do the binding. right now it wont do anything because the bind function is never called.

The reason it looks/acts different is who/what owns the component and how you create the event. I think using the Level BP may be a special case as it may have access to other actors in the level. Either using BindEventXX or Calling the event from within the owner (using the + sign on the event to add it to the event graph) does essentially the same thing. The main difference is you cannot unbind (stop listening to) an event using the + sign add event feature.