Triggers are used to activate events placed inside of the Level Blueprint.
There are several different types of events that a Trigger can activate. The main ones happen in response to a some type of
collision with another object, such as something hitting or overlapping with the Trigger, or in response to input from the player.
With the Trigger selected in the Viewport:
Choosing an event via either of these methods results in an Event node being added to the
Level Blueprint for the current level:
The exec pin of the new event node will fire each time the particular event occurs - in the example above, any time an Actor
overlaps (or runs through) the Trigger: