I definitely see what you did there. Now we spawn the projectile in the Custom Distribution Function and using the amount of missiles spawned with the length of the actor/socket array, we can properly distribute them. I didn’t know that an exposed variable also affects the Spawn Actor from Class node, but that gets rid of the For Each Loop node. I also exposed the sockets so I can manipulate things from there based on which side they spawn.
Now I’ll want to try to make the projectiles only hit their intended target, but that is a piece of cake in comparison.
All in all you’ve been the real MVP here, so thanks for everything!