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I have a Blueprint Function within a Level Blueprint, marked as Call In Editor.

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How can I run CallInEditor functions in Level Blueprints?

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I don't think that's possible. Direct quote from the offical docs on " Calling Blueprints in the Editor"

The steps described below work for any Blueprint class that you can place in a Level—that is, any class that derives directly or indirectly from Actor.

Source: https://docs.unrealengine.com/en-US/Engine/Editor/ScriptingAndAutomation/Blueprints/CallInEditor/index.html

If possible I'd suggest placing an empty actor into your level and creating your function there and make it editor-callable. This should work fine and won't render any problems as far as I can assess the situation.

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    \$\begingroup\$ Damn - I wanted to automate the filling of an array within my level blueprint \$\endgroup\$
    – Natalo77
    Commented May 26, 2020 at 16:53
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    \$\begingroup\$ You can use blutility \$\endgroup\$ Commented May 28, 2020 at 1:06

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