Unique variable for each blueprint instance?

Hi there,

I’m working in a scene where I’ve put some popups.
Each one has to react the same way when activated, but of course separately.
For now I’ve set up a “popup_Class” which defines Cosntruction Script and some other Tick event things.
I’ve set up another “popup_detail” blueprint in which all activating/deactivating events are set.
I’ve put 4 of this “popup_detail” blueprint in the scene.

When I activate one of them, the game uses the parameters and variable values of ALL these blueprints at the same time, so the activation fails.

Does anybody know how to make the popups react the same way, but separately, whithout making a different blueprint for each ?

Thanks a lot !

If details are needed : the popup is activated when the player looks at it 2 seconds (in a trigger zone), and deactivated when click or quitting a trigger zone.

Can you show the logic you used in practice for the behavior?
Anyway, I think you could you add the trigger zone to the popup, Thenset it to react when overlap is type of your player, and do its thing.

It seems that it works fine now, but I can’t really figure out why it works…
I juste set up the bool variable as “private”, I didn’t know what it’d do, but looks like it did the job.
Here is my setup :

popup_Class sets the rotation of the popup (facing the camera) and some custom functions.

popup_detail lets each popup move during time while not activated, and become big when activated (and small when deactivated again).

FirstPersonCharacter checks if one popup is targeted (through linetrace), waits 2 seconds while filling a widget, then calls the activating event onto the targeted popup.

And what was the variable that set to public made it misbehave? Also what part of that logic misbehaved?

It seemed that the bool “Active?” set in popup_detail was used by all the popups, so when one was targeted and activated, other popups were saying “no, it’s not active !”.

Doesn’t seem the right conclusion to me, but the screenshots don’t show much for me to understand what the problem really was.

Eh, me neither, even with all the data in front of my nose ^^
well at least it works now, if i’ve got a probleme again i’ll be back !