How to disable/link flip-flop node

Hello all,

Ok so here is my problem, I have 2 separate trigger box’s
1 is linked to a button that preforms (pressed E) (flip flop A) sequence/audio/ sets lights visible on
Press the button again (pressed E) (flip flop B) sequence/audio/sets lights visible off

No problem so far.

The second trigger box is set the same way but with play and stop music.

If I play the game and press them individually on and off works fine,
However if I turn on the lights and then turn on the music if kicks out
An error that either one is pending kill.

From my first understanding the flip-flop was being triggered for both regardless of
Which trigger box the actor/pawn is in, then realised that I don’t even need to be in
A trigger box to activate the to it. If I play game Press E and then walk up to either
Of the trigger box/buttons and Press E
The error ‘pending kill’ is kicked out straight away.

This is all in the level blueprint.

So my question is how can I stop the flip-flop being active all the time
And how can I link the flip-flops to there corresponding buttons?

Any help would be muchly appreciated thank you.

pending kill

This probably has nothing to do with the venerable FlipFlop. It seems you’re trying to access an actor that has been destroyed and is now on a stack, waiting to be scooped up by Garbage Collection.

I’d revisit the logic of whatever is supposed to happen. Once you destroy an actor, don’t access it anymore. You could simply check with isValid.

So my question is how can I stop the
flip-flop being active all the time

There’s no such thing as this node being active all the time. Perhaps you’re attempting to use it on Tick - every frame?