I built a moving target blueprint, which stops and flaps once hit. Right now they all start moving when the level started. I’m trying to get these to start moving one at a time, and trigger the next one once the first one gets hit.
I think I can make them all different blueprints and chain link manually, but I’m wondering if I can set this up in some way so I won’t break the instance and be able to put multiple targets in different levels without making too many separate blueprints.
- create a reference var in the targetBP that points to another targetBP instance of the same type:
- ensure it’s flagged as Instance Editable:
When it receives damage, it can send a signal to whoever is next in line. You can use an array instead to pop more than one target.
- In the scene, you can pick new targets or select them from the list:
Make sure the instance does not point to itself… 
3 Likes
make a START custom event in the class and add a NEXT_TARGET variable of the same class as the class
turn the eye on so you can see it in the editor.
then in the editor you can pick the next target to store in NEXT_TARGET variable.
then when you want to trigger next target you just select the variable—>START event
if too confusing let me know and I add pictures to exmplain better.
3 Likes
@Everynone was faster but that is exactly the right way 
1 Like