Need help limiting the spawn count of my enemies in all spawners.

So I’m having difficulty making a spawner work how I want. My idea and implementation so far is having an enemy blueprint, then I make another blueprint that spawns said enemy blueprint, the spawner will have a set number of enemies to spawn and add value of 1 to a variable it stores to keep track of how many spawn compared to the set variable limit. This part is what I’m struggling with. Whenever my enemy health is set to 0 and I send it to be destroyed, I want to update my spawner so it knows to decrease the current enemy count by one and spawn another one as long as it’s below the limit I set.

I’ve tried doing event dispatcher, but it doesn’t seem to work for me. My first solution was Get All Actors Of Class → Get → Target - EnemySpawnCount → Decrement Int → Set: EnemySpawnCount. But the big issue is that it only spawns my enemies from the first spawner I made after I kill the ones that it first makes. If I place a spawner in the middle and copy/clone one in the corner, every time I kill the ones in the corner, they come back from the center, but it’s keeping track of the limit I set. So rather than have 2 spawners constantly spawning 2 enemies for example. What it’ll do is spawn the initial 2 enemies on both. If I kill an enemy in the corner, it will spawn in from the spot in the center of the map. I will have one spawner spawn in new enemies with the limits of the other spawners combined. So 2 enemies from 2 spawners each becomes 1 spawner spawning 4 enemies.

What’s the easiest way to fix my spawners to spawn the enemies from the spawner they first come out of?

By Getting all actors of class you are of course counting everything spawned by all spawners and so the first one evaluated in a tick will always ‘win’ and spawn the enemy to be replenished.
You need to link up the enemies you spawn, and events are indeed the way to go here, something like this should work: