Blueprint receiving variables from all its instances

I have a blueprint with publicly editable variables placed in a level, which has several duplicates scattered here and there. I place one, duplicate it, and change the variable on the duplicate. When I play the game, all the instances of the blueprint actor are receiving values of all the other instances’ variables.
For example,

Blueprint variable X= 3 Y=5

Duplicate the blueprint and change the variable on it to X= 6 Y= 7

Run the game, and now both blueprints are receiving X = 3, 6 Y= 5, 7

I want the blueprint to only use its own variable values. (Blueprint A uses X=3, Y=5/ Blueprint B uses X=6, Y=7)

Is there anyone out there that knows why this phenomenon occurs?

I place one, duplicate it

How do you duplicate it?

Via Instance Editable variables? Because if you’re changing the variable inside the BP, that’s not going to work.

Thanks for taking a look!

I am dragging and dropping the blueprint actor into the level, and then pressing alt and moving the actor to make a duplicate, or rather, from what I understand, an instance of it.

I have variables changing at run time. I think you might be onto something with the ‘instance editable’ variables.

I feel like I am missing some fundamental bit of knowledge about how UE blueprints operate. Why would changing the variables inside the BP not work?

Makes sense.

The blueprint is a template from which actors are instantiated. You change the template, you change all instances. Select any variable and flag it like so:

You can then select an actor instance in the level and edit this value for each instance individually:

Thank you for the clarification. I checked that the variables are instance editable. Indeed a very important checkbox. I’ll mark this one as solved.