Ah, now that makes sense. Most of the metal cubes seem picky about it and I’m not sure why they won’t light up now.
As for the goal cube, that is intended to indicate that the puzzle has been solved. I was thinking of having that goal cube trigger a way to the next level.
Initially, I thought of the start pipe being there just for effect; but then, I thought about it giving the power to the start cube since that is supposed to be attached to the start pipe all the time.
UPDATE: After examining each metal cube during a simulation to test the BP, I found that the cubes’ Lifetime numbers are going way below 0 and the first two flicker in a small range of numbers. Yet the Lifetime number on every Metal Cube is set to 0. I wonder if there’s a bug in the program, or if I should double-check the number for the Lifetime variable under Cube_BP. Even after I set the number under each int > int node to Lifetime as opposed to 0, it doesn’t seem to work (probably because Lifetime is set to 0 as well).