Blueprint instances behaving differently
I have a Cube blueprint and I wanted to make it destructible on contact with the player and record the number of cubes destroyed. I followed a tutorial that uses Event Dispatcher in a Level blueprint to achieve this. The problem is the only time this works is with the first cube I place into the level. It seems that the Level Blueprint catches just this cube's method. How can I make all the cubes behave the same?
Is this because whenever I drag a new Cube bluprint into the scene it gets a different name, but shouldn't all blueprint instances behave the same, or if not how can I make the level blueprint register other cubes as well?
This is my Cube blueprint.
asked Aug 16 '15 at 02:24 PM in Blueprint Scripting
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