By common I mean actors that don’t have a visual representation as such. These are managers, spawners, etc.
If actors are visually visible on the level, or they are in different places (or something depends on their position) - then you obviously need to place them on different levels.
But remember - these are completely different objects that have different paths (different references).
Objects may have the same CLASS, but the INSTANCES you create by dragging a blueprint onto a level are not related to each other in any way (unless you do it yourself in the code of these classes).
Do you think this could be the reason why some dictionary maps compile normally and others with the exact same values return “null” blocking the flow?
Actually I solved sending taken refs as single throught a structure sent via bpi. So, now I can keep hard refs to bp in the current level, save them , avoiding for each loop variable issue from array on binds. Binds are working. There’s another problem now I can’t understand honestly, but I’ll open another thread for this, and I’ll give you solution because you were really gentle and patient with me. Thank you so much! @PREDALIEN