Light is turned on for all copies of it

Hey @judgejames!

The problem is that when you turn on that light, it’s turning the “LightActivated” Bool ON. That’s great, that’s what you want it to do… BUT EVERY light is using that bool! So when you go to load the game all of the lights ask if that bool is true, and then they turn themselves on based on that.

You will probably want to use an array of bools, where each light has its own bool to worry about. You will probably want to give the light blueprint an integer variable, make it visible (eyeball open) and in the level give each light actor a number (your integer variable, in the details window). Then, in the logic, on overlap, get that array of bools from the save game, get the index at (Light#) and then turn THAT one on, and only that one. Same thing for loading- they’ll find their # in the array to check if they should be on or not! :slight_smile:

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