Using Event Dispatchers to communicate variable between blueprints

  1. To ensure input is not accidentally consumed by Input-Enabled Actor and Player Controller, attach print string node to ensure input actually fired. (Input | Unreal Engine Documentation)

  2. My target is from persistent level because it was a quick prototype by spawning it into the level and use level blueprint to control it. You need to get your instance of the cube (Like spawn it somewhere and use GetAllActors to fetch it. If that instance is never existed, nothing will be called.

  3. Attach more print string to each of the called function to visually reflect what is being called and which is not, on top of real time simulation graph highlight. I may need to know how you spawn the cube thingy for further assist.