In a loop , I spawn some actors, index them(in their actor blueprint variable). They are indexed right after spawn (in a loop - with a line from the spawn function).
First time I run the game from editor - accessing these actors with *get all actors of a class* works as it should (properly assigned indexes).
When I exit the game(back to editor) and start the level again - *get all actors of a class* indexes are all scrambled.
Only when I close the unreal engine entirely and load it again does the indexing work properly again, and only once ,like before.
It is like those actors linger in that level after exit (they should not - did not save any data or anything like that).
Did anyone had a similar problem with *get all actors of a class* indexing?
First time I run the game from editor - accessing these actors with *get all actors of a class* works as it should (properly assigned indexes).
When I exit the game(back to editor) and start the level again - *get all actors of a class* indexes are all scrambled.
Only when I close the unreal engine entirely and load it again does the indexing work properly again, and only once ,like before.
It is like those actors linger in that level after exit (they should not - did not save any data or anything like that).
Did anyone had a similar problem with *get all actors of a class* indexing?
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