I’m not sure why that is, but that’s also not what dispatchers are for. That might be why you’re having a problem.
For the functionality you have it would be enough for each BP to just launch the player, the duplicate them.
If you wanted something like ‘player walks into a box and all other boxes in the level fly upward’, that would be a dispatcher.
So a dispatcher is a one -> many system.
In any event, I tried this and made a cookieBP, which contained ( and called ) a dispatcher LaunchPlayer. I found I couldn’t bind to it in the level BP, but could somehow get this event:
It works with multiple instances of the cookie cube thing.
EDIT: I did manage to bind to the cookie, no it doesn’t work. After I went back to the node idea ( above ), I had to remove my second copy and remake it. So, yes, the system it not really happy with some sort of multiple bind.