Branch firing true even if condition is false

I’ve tried to make a random loot table off the top of my head to see if I could make it work but have stumbled upon a problem.

The first branch can fire True even if the Random integer is 16 or above, the same goes for all the other branches too.

I’m not that experienced with UE4 so I don’t really know why it’s acting up, help would be appreciated :slight_smile:

That is because when you print your random number, the blueprint generates another random number. This isn’t the same that the one stored in “RandomItemNumber”. You have to print “RandomItemNumber”, not the random node.

Oh the small things xD thanks!