How do I have two of the same blueprint have different values for the variables?

I have a blueprint in my assets that uses an editable vector variable that I added to it. When I add two of the blueprint into the game as actors, and set the variable in each of them to something different, it only uses the value of one of them for both of them.

i just did that, and it doesn’t fix it

can you post an image of your event graph, showing everywhere you get or set the vector?

have you tried adding other variables to the actor? do they also behave the same? if you make another actor blueprint, does it also have this problem?

i created another blueprint, and it doesn’t have the same problem for some reason

edit: it was a vector on the new one too

If you created a similar BP and it didn’t have the problem, then I would say the file is corrupt somehow/somewhere. I’ve experienced that with corrupt files/BP’s, simply deleting the BP and creating a new one with the same name does not work. For whatever reason, I’ve had to create a new blueprint with a different name then inject the code. It’s a headache but that’s how I’ve had to deal with corrupt files in the past.

NOTE: There have also been times when the file path itself (the folder the file is in) was corrupt as well so I needed to create a new folder with a different name and put the new BP with a different name in there. If your “test” BP you just made was in the same file path (folder location) as the one you are having problems with, then I wouldn’t be concerned about the path being corrupt but thought I would mention it.

thanks, ill try that

i just created a new folder, a new blueprint with a different name in the folder, and recreated the older blueprints contents, and i still have the problem. it might be because of something in the blueprint maybe

Then yes, it would most likely be how you’re coding it which from the picture you give above doesn’t show any mistakes. We would need to see how you are setting the “bounce” variable and related code. Each actor in the world is it’s own instance which is to say it’s own thing. Think of it like identical twins - while they look the same, they are completely autonomous from each other unless you specifically tell them not to be. Without seeing more code or getting more information, I’m not sure how much more help I can be :frowning:

These screenshots show the settings I have for the Player variable and the Bounce variable, and I don’t have any more code other than what’s included in the third person example

edit: you might notice that I changed the cast node from Cast To Character to Cast To ThirdPersonCharacter. all it seems to do is allow me to access variables from my character, and so i added the node that sets the variable Jumps to 1.

Those only show how you’re using the variable “Bounce” and doesn’t show how you are setting the bounce variable to be different.

I think I might get what you mean

these show each actor, and what i set the Bounce variable to on each of them

i just figured out that it was running all the blueprints at once, and the last one was the only one that ended up doing anything.

i was able to fix it by changing this

85629-this.png

to this

85630-to+this.png

ah. so on the first frame, they were probably overlapping the floor, and they all tried to launch the player at the same time, and only the last change to the players velocity during that tick counted.