The box you have coming out of that for each loop…no idea what that is…if i SET to a reference of the blue print with this code in it (which seems to be what you are doing)…i get no “TARGET” pin to connect array element to.
if i pull off the GET in your lowest screenshot (with a custom event called start already created, it auto-breaks the GET connection and wants a reference to this blueprint instead of my spawner boxes.
for your getworldlocation you are using something i surely dont have…i was plugging “box” into that as well…and still am
Only my agents will spawn in a random box…the 2 sets of regular soldiers again have chosen a different box now to spawn in but at least now there are no errors, and using F1, they do choose a random spot in that one box so the array is NOT working.
Ill now show you my entire logic. This will read from left to right. the whole chain of logic starts from a custom event, not from event begin play.
This does nothing but keep my spawned enemy count at 20 (ignores the special agents)…once i kill one…another one should spawn. The first agent will spawn when a total of 20 have been spawned (game starts with 9 already on the map)
The flipflop there is to change between light and dark enemies…its unplugged until i get lights working correctly
This one is plugged the shot above and is basically doing most of what you did, the rest isn’t working at all and causes errors because of #1 (for loops problem with missing TARGET) It’s surely also due to this that they are only choosing one box instead of a random one from the box array
This one you should recognize easily…see #3 above for the wierdity in this part
after all that, i have a spawn counter to add too and when that’s done it runs this sequence which has all of my agent conditional spawning according to “total spawned” count. All of my agents as mentioned in #4 above.
This in game with F1 and me on a roof. They all spawn in that one box randomly (no getting stuck in the floor)…if i go there and kill them all…nothing will spawn anymore because i am close so that logic is now working…this is only about the spawners array now.
im only showing this because im not willing to change how this works in general with my spawn counting…everything on screenshot 2 and 3 can change…1 and 4 cannot!
Again thanks a great deal for your effort in this