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The Outliner panel lists all actors currently placed in the level, organized hierarchically, and allows selection, searching, grouping, and visibility toggling of actors directly from a docked or floating window in the editor.
Double-click the Blueprint asset in the Content Browser (or right-click and choose Edit), which opens the Blueprint editor containing Event Graph, Functions, Variables, Components, and a viewport preview of the actor.
The Construction Script runs when an actor is placed or moved in the editor, and again whenever a property changes. It is commonly used for procedural setup such as spawning meshes, adjusting transforms, or generating editor-only logic.
The Event BeginPlay node fires once on each actor when play starts, after construction and initialization, making it the standard place to set up gameplay logic like spawning actors, starting timers, or initializing variables.
Custom Event nodes (created via right-click → Add Custom Event or Add Event) create named event-like entry points that other actors or Blueprints can call, connecting execution from one graph to another.