Blueprint communication problem with duplicated child actors

Hello,

I have been following the James Golding tutorial on blue print communication between the actor and level blueprint, in my case, I am looking to duplicate the actor, so I made a child instance and duplicated that instead hoping it would carry out the correct counting of the items I collect.

It works for the first instance only, then stops counting afterwards, I tried removing the destroy actor, tried putting the parent BP in the scene and referring to it and tried a combination of the above. By the looks of it the event gets called, but the counting stops happening.

Any help would be great, thank you.

Okay, the problem is solved, I used a blueprint interface to communicate between the pickup item and the player pawn, making sure I brought my BP props into each Blueprint so that they could be read.

It would be nice to have the level blueprint contain ‘global’ variables by some means, that then could be used by any actors in the level, so that pawns/players and any actors could affect those global level blueprint variables. I guess a workaround would be to have an object act as a master that handles various things between blueprints, unless that is the job of something else I have yet to discover.