Call Function in Editor
Turn Blueprint functions and custom events into Details panel buttons with the Call In Editor option.

Enable the Call In Editor option for Blueprint functions and custom events to add them as a button to the Blueprint Actor’s Details panel. When this button is pressed, the function or event is called on the selected instance, without needing to play the game.
How do I set it up?
- Select the function in the My Blueprint panel, or select the custom event node in the graph.
- In the Details panel, check Call In Editor.
- Compile the Blueprint.
- Place an instance in the level and select it. The button appears in its Details panel.
If you’re working in C++, the same behavior comes from the CallInEditor function specifier, for example UFUNCTION(CallInEditor, Category="Tools").
Frequently asked questions
Why isn’t the button showing in the Blueprint editor?
The buttons only show for instances placed in the level, so you won’t find them in the Blueprint editor’s Class Defaults.
How are the buttons organized?
They’re grouped by the function’s Category, and uncategorized ones land in the Default section. It’s ideal to give related tools the same Category to keep them together.
Can I run it on several actors at once?
Yes. The button runs on every selected instance, so select all the actors you want and press it once.
Links
Check out the following resources to learn more about the subject.
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