Hey there. I am hitting a wall here. Due to the instance being updated on mesh switching, it will increase the number by 1 each time, instead of reverting to 0. I am curious how to have this revert to 0 every time I update/reload the mesh. Example of what I mean in image below.
The process I am taking is to delete the mesh, clear the variable reference, spawn the actor from class, and readd the reference. The cast works fine and it all sets properly. The problem occurs when I try to adjust the bone locations on the asset, and it no longer works. It only works if it’s referencing to instance 0.
Any ideas, or suggestions? I’m open to reworking the way the code is as long as it functions and is efficient. Though, the movement only works on 0 right now, and i’m not sure why that is.
I guess I should give a bit more information on how/why this is occurring. Below is a shot of the area in which this happens. It appears that upon switching meshes the cast to a the PPBP this number increases. The cast still passes, everything works, but for some reason any of the variables referenced no longer can be detected because it is using C1. I don’t care which number it uses so long as it keeps them accessible.
Oh, and above I mentioned I delete the actor then respawn. I have since tried updating the actor and not deleting, which is fine, but this still does not seem to work.
Thanks