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how to make multiple instances of the same blueprint act independently(without creating multiple copies)

Hello,i have a question/problem. Q.Can i use the same pawn class multiple times without it replicating the blueprint to all pawns in the level, for example..i have one pawn blueprint that has basic movement that moves to a "resource" actor" then moves the resource back to the "base pawn"..i want to be able to spawn more than one but the problem im having is when i spawn multiple instances it replicates the bools condition to each instance of the pawn in the level so if one pawn get to base first and moves back to the resource , it sets all the other pawns the same without them reaching the base. ill post some pictures of my blueprints any help is greatly appreciated,

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Product Version: UE 4.15
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asked Jul 01 '17 at 05:23 AM in Blueprint Scripting

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mmlabs
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5 answers: sort voted first

When you create a blueprint, you spawn instances of that blueprint. Meaning, you can modifiy each instance wathever you want. But the original blueprint will never be touched (unless you do so).

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answered Jul 02 '17 at 03:10 PM

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amstradcpcuser
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ok well i solved my problem by removing one of the bool checks (bool= Carrying Resource). and made functions out of moving to base and moving to resource,and put a "do once" node before moving to resource ,resetting it after moving to base,thank you for your help. i realized tthe original activity was abnormal and wondered if i had ticked a box somewhere i was not aware of to mirror conditions to all or something lol

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answered Jul 03 '17 at 01:00 AM

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mmlabs
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When you spawn an instance of a blueprint, it gets its own set of variable. So changing variable of one instance should only be limited to that. I would like to see how you handled the change of variable. Screenshots ofcourse would be of a ot of help.

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answered Jul 01 '17 at 10:00 AM

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Suhaib Rehman
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Yeah image of blueprints is needed but it seems that the bool you are using is probably NOT inside each pawn but rather somewhere else and it's reference by each harvester(i guess) pawn you have. Post images, i suspect you are doing it wrong.

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answered Jul 01 '17 at 11:09 AM

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SomeDude12
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Ok thankyou Suhaib,thats honestly how i thought it worked but just making sure i had not missed something..yes im sure ive messed something up and just don't see it.i have 3 separate blueprints which are --the base-- --the pawn(harvester)-- --and resource--,the base and resource both change bools inside the harvester honestly over complicating this but i figured they would be beneficial.

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answered Jul 02 '17 at 12:14 AM

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mmlabs
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avatar image mmlabs Jul 02 '17 at 12:18 AM

https://blueprintue.com/render/5iu_5q_s" scrolling="no" THIS IS THE RESOURCE

avatar image mmlabs Jul 02 '17 at 12:22 AM

https://blueprintue.com/render/q9bkqk5c" scrolling="no" THIS IS THE BASE

avatar image mmlabs Jul 02 '17 at 12:30 AM

https://blueprintue.com/render/fl2-rbu9" scrolling="no" THIS IS THE PAWN(HARVESTER)

avatar image mmlabs Jul 02 '17 at 12:32 AM

and can i just say im loving this blueprintue site.

avatar image Suhaib Rehman Jul 02 '17 at 09:29 AM

Sorry for late reply. And thanks for showing that awesome bluepring site. So, I went through the blueprint you shared. I am either missing something else maybe coz what youre saying happening is weird. From how you made the blueprint the only that boolean of every other instance would get modified is if they are all in the box component of the resource. If they are not in the box component and still changing then its weird. I will try to test this again on my side, possibly following the structure you have used and lets see what happens.

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