One of the things that didn't make the list in his article is a little debugging gem I added while working on Battle Royale. The team made heavy use of Blueprint based Widgets so we would often see callstacks in C++ like the following, which don’t capture who in Blueprints is actually making the native call.
[Your C++ Code] UFunction::Invoke(...) UObject::ProcessEvent(...) AActor::ProcessEvent(...) [Rest of the stack]
I was working with a lot of code in Fortnite that I was unfamiliar with, so it wasn't always obvious where the calls might be coming from. To aid in my search I added a C command you can run from the Immediate Window in Visual Studio that will print the current Blueprint/Scripting callstack.
When running an Editor build of your game, you can now use the command,
in a monolithic build when using 4.18 and beyond.
I hope you find this as useful as I have in getting a live snapshot of the callstacks in your UE4 projects.