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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.

alt text

Level Blueprint

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Product Version: UE 4.8
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asked Aug 16 '15 at 02:24 PM in Blueprint Scripting

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miniBori
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avatar image mahri726 Feb 06 '16 at 09:48 PM

I have a similar problem. In my case, a single blueprint instance in the scene works as intended. The rest won't make my character animate on interaction. I think I have used at some point an event dispatcher...but deleted it. I have also used get all actors of class, in order to get a variable from other blueprint. here is my question: https://answers.unrealengine.com/questions/371928/how-to-cast-a-variable-from-an-actor-to-a-characte.html

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