"CAST" FOR BIND DISPATCHER

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).

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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