Trigger execution in class blueprint from level blueprint

I am trying to execute some logic in a class blueprint I created from the level blueprint. I have a mantinee actor being fired on play in my level blueprint, once that has finished I want to trigger my class blueprint. Can’t use trigger volume because my player start stays in the same place the matinee ends up when its finished (hope this makes sense). I think I need to use the event dispatcher but I am not sure how to communicate between the two.

If you find solution yourself then post answer to your own question :slight_smile:

RESOLVED: For anyone having a similar issue. I was able to create a boolean variable in the class blueprint and access that class blueprint object in the level blueprint. One my matinee actor finished, I set the variable to true. In my class blueprint, I have a branch node hooked up to event tick so its always checking the status of this variable. Once this finally results to true, I put the execution through a DoOnce node so it wouldn’t continue running my logic on each event tick. Worked like a charm.