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All object copies trigger when one enters trigger box

I have a Static Mesh Actor and several copies of it on my project. The Actor has a blueprint which builds the same behavior for every Actor and in the Level Blueprint when Actor overlaps a Trigger, it checks the trigger bool as true. The problem is that if one of those Actors triggers, the status of all Actors turns true even if some of them aren't even close to the trigger.

So why doesn't it do the Blueprint for every Actor individually, but everyone reacts to one? I was thinking about Child objects but then again wouldn't that be the solution for the opposite? Or would that be the right direction?

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Both of these nodepaths end up to the same result.

Product Version: UE 4.13
kuva1.png (123.2 kB)
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asked Jan 13 '17 at 12:20 PM in Blueprint Scripting

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avatar image Adnoh Jan 13 '17 at 12:28 PM

can you show your onMap function? So your spotlight actor has a bool called trigger and if one light overlaps all your lights got this bool set to true?

avatar image Mempsis Jan 13 '17 at 12:32 PM

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Here! That previous Blueprint screenshot is from Level Blueprint. But yes, if one spotlight enters the trigger, all spotlights' bools turn true.

kuva1.png (25.3 kB)
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Oh I think I got where I went wrong. Since the Simple Spotlight on Map boolean is located in GameInstance and it is checked when one spotlight enters the trigger, then it is true in the GameInstance, where every spotlight gets the bool value from. So of course it is true for everyone then. :' D

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answered Jan 13 '17 at 12:42 PM

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avatar image Adnoh Jan 13 '17 at 12:47 PM

yes sir, you got it ;)

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