Bool getting set to true then back to false

So am trying to set a bool to true in a blueprint using a a button in a widget. Am doing this through a interface and it sets it to try then back to false at 1st I thought the button was some how going off multiple times so I added branch seen in the screenshot I put up. So anyone know what’s going on here?

Check whether there is more than one Actor of the class that has that boolean in it. If more than one exists then they will all be generating those true/false strings on the screen including those who never had the bool set.

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Okay so I can confirm that bool is only in one blueprint and as a test I made a new bool and still got the same result.

What he meant was not if you have the bool in multiple blueprints, but if you have the actor multiple times in the level?
You can easily check that like this

It will print how many actors are in the level.
Maybe you are accidentally spawning more actors.

O there are 2 actors of this class spawning the world. Well okay then I misunderstood how somethings work I thought if spawn a actor into like am doing in the screen shot it would make a reference of all actors of that class. What trying to do is target a specific child of one of my blueprints do you know of a way to that?

If I understand you correctly, you want to spawn multiple actors and keep the references handy?
Best way to do that is to use an array instead of a single reference variable.

Hope I could with that.