I haven’t because of what I have experienced so far which is the following…
- Add BP_Light to game world, duplicate BP_Light in game world
- Code in BP_Light Event Graph waits for player to overlap BP_Light before activating
- When player overlaps BP_Light (1) it turns on but it does not turn on BP_Light (2)
Which made me think, okay they are by default their own entities despite being the same BP_Light EXCEPT for when it comes to loading the level, the logic changes and activates all of them so I’m trying to work out why this is, how it can be used etc as I expected UE to be able to handle that instead of creating a Boolean for every BP_Light copy
As I said, I’m new, so I have no idea about these things, but it did seem like the logic was already on display by default, just not when calling it after loading