How to read variable in another blueprint (long and short version to question)

Short Version:
How To Create Randomly Spawning Items - Unreal Engine 4 Tutorial - YouTube

Watch this video.

How would they spawn a TV first everytime, and let the rest of the spawns be random while all being the same actor class?

Long Version: I am making an endless maze game. The main mechanic of the game is that you have a 9X9 tile floor and walls randomly spawn on every side of each tile constantly around the player. As the player leaves 1 tile it spawns in the new tiles and walls that would enter the grid and deletes the tiles and walls that would no longer be in the grid. Thus a supposed to be endless maze.

I do this mechanic by using 1 actor to spawn the different kinds of walls. The different kinds of walls are all child actors and are randomly selected by RNG. Now one of the options is for a tile to spawn with walls on all 4 sides. So if the player starts and the game spawns your starting tile as the 4 sided tile then you are instantly trapped. So I want to create a boolean that goes true to false after the first tile (player tile) is spawned in.

The spawning of the tiles take place in the character blueprint. Then the RNG takes place in the tile blueprint, so I need to take a variable from the character blueprint and use it in the tile blueprint so that I can run a branch to spawn only 1 type of tile then go back to RNG after.

When it comes to communication between blueprints there are several methods that can be used:

This gives you a brief list of descriptions of each type of method that can be used to achieve that goal.

Casting is considered to be the quick and dirty method. It is great for testing, but most switch to interfaces and event dispatchers for more polished projects.

Interfaces are a blueprint that links multiple blueprints together and allows you to fine tune control of how the data gets passed between them.

Event Dispatchers are a communication method where one Actor triggers an event and other Actors that are listening to that event get notified.