Hi everyone.
I have a first map, in which my player can click on several different objects. Depending on the object clicked, the player is supposed to spawn on that character on the other map.
Right now I only have 2 boxes on the first map and two characters on the second map (each unique blueprints).
I tried before reading the "on hit" of one box, set a variable (inside a unique ActorComponent_BP and editable) to a number... in this case, the first box sets the integer variable to 1.
The problem is that on the next level the character possessed is none (I end up in position 0 0 0 and no input besides my mouse yaw and pitch) or the wrong one. I guess this might have to do that the new integer is not being saved? how can I make it save
1st level blueprint (to make sure the variable is always set to 0 at launch game)

This is the CustomEvent that is being triggered when the object feels a "hit". I tried to set the variable to 1 (to be used in the next map) so i had to add the other box before it to join the blue strings; as it was asking for something.

This is the BP of the second level. Which is supposed to read the variable, compare it to 1 and if its true, then it spawns in Character1; if not in Character2.

This is the Blueprint of the ActorComponentBP im using to store the variable

Character in the attic BP... I noticed that beyond the first item that is hit... the next one wont trigger as if I can only use this setup for one object
any ideas on how to include many?

There might be another way to do this more efficiently but this is the only solution I came up with
Any help is greatly appreciated
I have a first map, in which my player can click on several different objects. Depending on the object clicked, the player is supposed to spawn on that character on the other map.
Right now I only have 2 boxes on the first map and two characters on the second map (each unique blueprints).
I tried before reading the "on hit" of one box, set a variable (inside a unique ActorComponent_BP and editable) to a number... in this case, the first box sets the integer variable to 1.
The problem is that on the next level the character possessed is none (I end up in position 0 0 0 and no input besides my mouse yaw and pitch) or the wrong one. I guess this might have to do that the new integer is not being saved? how can I make it save
1st level blueprint (to make sure the variable is always set to 0 at launch game)
This is the CustomEvent that is being triggered when the object feels a "hit". I tried to set the variable to 1 (to be used in the next map) so i had to add the other box before it to join the blue strings; as it was asking for something.
This is the BP of the second level. Which is supposed to read the variable, compare it to 1 and if its true, then it spawns in Character1; if not in Character2.
This is the Blueprint of the ActorComponentBP im using to store the variable
Character in the attic BP... I noticed that beyond the first item that is hit... the next one wont trigger as if I can only use this setup for one object

There might be another way to do this more efficiently but this is the only solution I came up with

Any help is greatly appreciated
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