Getting blueprint instances to trigger each other?

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… :innocent:

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make a START custom event in the class and add a NEXT_TARGET variable of the same class as the class :slight_smile: 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 :slight_smile:

1 Like