Kismet events
The last main topic we'll discuss is the use of Events. As we've seen from our use of the Trigger event, something has to start the chain of activations that make up a Kismet sequence, and Events are it. They have no input nodes, only outputs, and are called directly from within UnrealScript. To discuss how to create and use events, we'll be expanding on our AwesomeGame instead of running random experiments, so let's get to it!