Actor/Structure Key Spawn

Hey there,

I’ve set up units with key variables with actors for the characters and structure for character stats. This is to connect the units level or whatever stats they have to start off with. This also helps with adding or removing a character from the party set in the storyline.

While doing so, I’ve added a enumeration on player unit rolls. One is the leader who is the most important character in the team; if the this character goes down, your entire team goes down. Two is the party which is the regular teammate who fights along side the leader. Three is navigator who is somewhat with the units but not fighting and has chances of supporting units such as like healing or buff/debuff.

I’m trying to make them spawn in an orderly what in these labels.

To make them spawn based on their actors/character class. Is there a way to spawn the characters in their separate rolls using the maps variable? Must I use a different method for labeling their rolls but it must be addable in the maps.

Is there a way to spawn the characters with the rolls selected for them such as like how the leader spawns with the leader roll with the leader enum selected or sum other label such as like string or so?

Can you not just use ‘get keys’ followed by a foreach loop?

( I probably missed the point… )

I’m not sure if I understand about using ‘get keys’ by a foreach loop. I’d imagine you might be saying about the “For Each Loop” blueprint. I’ve tried it but I can’t figure a way to select the player unit actor with being selected leader in the Enumeration. I could only get it by number in the Get utilities and that’s not what I want.

I meant this sort of concept:

So you can spawn one of each type of actor, and set their properties.

You can either set the properties right on the spawn node ( if you have exposed them on spawn ), or with a plain SET node right after spawning them.

PS: If the struct is an array of qualities, you can then use a foreach loop. Which is what I was getting at.