Blueprint Communication UE 4.7+

Hey Community,

I have an issue with Blueprint communication for version UE 4.7.3

In my current default Level Blueprint, I have set up a bunch of custom events that are managing dynamic spawners.
Each Actor that is spawned uses his own blueprint to do various tasks.

My problem is communication to the Level Blueprint.
Whenever I try to use Custom Event from the Level Blueprint inside the Actor Blueprint, I am unable to provide working reference to the default Level Blueprint and I get compile error for bad reference. If I try to use Event Dispatcher it does not trigger …

There is no longer Direct Blueprint Communication as it shown in the documentation (https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html) since Target Blueprint is removed.

So, what is the proper way to trigger a custom event in a level blueprint using spawned actor blueprint ?
(Only BP solutions please / no C++)

Thanks in advance!

Level Blueprint is class contained in level data and it extension of ALevelScriptActor

Specifier suggest you can extend that class in blueprint and put custom event in it which later yotu could call, problem is you can’t get instance of level blueprint from blueprint exposed APIs, thats why for now you would need to use C++ to create way to communicate with level blueprint. But there other hack, you could send refrence of LevelScriptActor to spawned actor and store it in variable which later he could use to communicate with it. there also this blueprint callable function which you could investigate:

Also are you sure you need to use level blueprint? Level blueprint was made for level scripting not common gameplay code, if it’s not something level related you should use some global class, for example GameMode