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Instance bool var in instanced blueprint


I have single blueprint which i copied 10 times in editor.So i want set to true Instanced bool before timeline start and when animation is finished i want set this variable to false.So as far i can see for my 10 copies of this blueprint timeline works independent for each one instance of blueprint. The problem comes when i want to play animation for 2 or more copies of this blueprint. And if 1st copy finish animation when the second just sit there with bool value true and wait to be executed from custom event, the first one will set bool to false for all copies of this blueprint.

Is there any way to keep bool value independent for each copy of blueprint, so when 1 copy finish timeline animation will set bool to false only or its self and not the rest copies ?


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Product Version: UE 4.17
instancedbool.png (94.8 kB)
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asked Oct 26 '17 at 11:07 AM in Blueprint Scripting

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It should work independent for any instance. I think you just have its value as false by default.

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answered Oct 26 '17 at 11:14 AM

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avatar image MosPetrov Oct 26 '17 at 11:28 AM

Hello, Redbox

Thanks for fast reply, i appreciate it! Yes my default value is false, but i need to be false, since this custom event is triggered from another branch.Simply in my case i have another blueprint when it overlap on something set this bool to true,then from another blueprint i check if this bool is true and if it is i call this custom event which triggers the timeline and set this bool to false on anim finish, but the problem is when i already overlapped and triggered the anim of 1 copy and during the animation if i overlap second actor also this bool will be true( the animation for the first one is not finished) and when the anim for the first finish will set the bool to false for its self and also for the second overlapped actor.I wonder if there is a way to keep the second actor bool to true even when the first finish anim and set it to false.


avatar image redbox Oct 27 '17 at 06:21 AM

What do you trying to achieve? I cant get purpose of this setup.

avatar image MosPetrov Oct 27 '17 at 06:46 AM

Hello, Redbox

I have an some kind of car track which is vector, and i have 10 cars which wait to be overlapped to trigger vector anim from Point A( where the trigger is) to point B.I have second blueprint which is some kind of button and whit get all actors of class and cast to car blueprint i get this bool variable and if its true fires the custom event inside of car BP which trigger the timeline anim for the car.

The cars are blueprint which i duplicate 10 times in the editor. So when i overlap one car set this bool variable to true and when timeline anim finish to set it false.The problem is when there is already a car in the track and if i overlap a second car and if i trigger the second car animation after the first car is finish i cant because the first car already set the bool variable to false.


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