At least I think that’s what I need to do. So I just created a post about having an event spawn an actor. Can be seen here. https://forums.unrealengine.com/showthread.php?78450-Stumped-by-something-super-easy-Regarding-a-one-time-action-maybe-no-clue!&p=344176#post344176
I got that working nice. Thanks again btw!
Here’s the new problem I’m having. I added a Do N node into the script because I only would like to spawn a set amount of of objects. Which you can see here.
However, what’s happening now is that it’s not working. After the object is destroyed, it keeps spawning more and more. I tried to debug what’s going on, and it seems like it spawns a new object. So I’m curious if the new object isn’t calling back to this blueprint?
Here’s the best way I can describe it. When I shoot my first object, my script runs perfectly. I can see it working as intended. However, right after the first object gets destroyed, it keeps spawning more objects when they keep getting destroyed without stopping. Which is bad because I only want 5-10 to spawn. When I debugged it, I only seen my script run one time. So I have to select a new object to see the script run again which you can see here.
So, I guess what I’m asking is how can I get this object to spawn another one, and still follow the same script? At least I think that’s what I need to do. Because I can only see this script run once, unless I select a new object. Would this have to do with the owner on the spawn actor node? Hopefully you can see what I’m trying to do. I can make a video maybe if it’s not clear enough. The new objects all follow this script, but they only follow the script once per instance I guess. So the Do N won’t work at all because technically the script is only running one time per object. So when a new object spawns, is there a way I can call it back in a loop to the same script as the first one? Perhaps that’s not the right way to do it, but I’m a noob here. lol