How to avoid using the level blueprint and still assign triggerboxes to overlap events

Hello,

I have no problem in assigning trigger boxes to a level blue print :

132666-capture.png

i do this by selecting the triggerbox from the world outliner, then go to level blue print and right click, it shows up already,

What i want to do is create a begin overlap event with that trigger but on an actor blueprint, The reason behind this is so that i can take that ActorBlueprint to another project and use same names for triggers and make things work without much modification.

is this possible_ my friend says , it is not, so we always use the level blueprints for anything that is added to the persistent level.

i want to believe otherwise

You could create a blueprint actor called BP_Trigger. And it would have the Trigger Box, then you could also add in a box of the size of the trigger that scales with the trigger box and give it a transparent texture to it so you can see it’s boundaries better. Be sure to untick it as game visible. So it would be similar to Source’s Hammer trigger boxes.

http://i.imgur.com/ntQp7DI.jpg

You can then expand on the system, but creating a another blueprint based from the BP_trigger to trigger stream levels. You could make it so when you place a trigger, and give it a name one of the properties, and it would be hocked up to load and unload the levels. And this would mean that it’s not depending on the level blueprint, and you can drop them quickly on the level and you wont have to rescript everything.