How can i make a static mesh not to replace another one under it when spawning ?

I replaced the node with the new function and set canbuild? to private

But i cant spawn the traps now im missing something. I see the preview ghost mesh of the trap but it does not spawn the trap when i press left mouse button. so i need to reparent something and the collsion setting ?

is too complicated i cant do it :frowning: the traps are solo blueprint but all are in the data base. What will this do if i create new actor then i need to reparent all single blueprints from each trap to here or what do you mean ? then i will be able to change the “class filter” to this new BP_BaseTrap insted of the BP_BuildFloorTraps - will this fix the issue then if i make this changes ?

Done. changed to “get ghost” and plugged it to “get overlapping actors” as in the screenshot

Is set to “Pure” as seen on the right.. CanBuild? is set to “private” no errors or warnings..

What is left is the “Class Filter” which is set to BP_Floor traps - is this not working or why i need to reparent it to a new one ? I can change the traps with mouse wheel up or down right now with this settings but i cant place / spawn trap on the floor as it is now only cycle between them and see the preview of them.. So do i need to apply the collision on the object channel

Or am i missing the step where you say i need to reparent the BP_BuildFloorTraps ? I am asking because it seems that the Class "BP_BuildFloorTraps is working i can switch between the traps with mouse wheel up/down..

What i need to do exactly to complete this now?

I Just reparent it as you say exactly. changed the class to the new “BP_BaseTrap” But nothing changed. I can’t spawn the traps on the floor as it is with these new changes.

So what are the exact last steps requiered i need to do to make this working ? I really don’t want to waste another week or longer only on this 1 problem but i will as it seems till i finally can find a solution to this. I did everything you say so far. i reparent it and reset the class in the blueprint according. i remake the blueprint with the function which is set to “pure” can build to “private”… rest you see it on the screenshots - all as you showed me- so how to finish this ?

There are a few things that come to mind-
How about you dm me your project and I’ll take a look at it directly.