NO DISTINCTION BETWEEN PREVIEW MESH AND IN-GAME MESH

Thanks for the reply! I wanted to use the script only to have a spoiler of the meshes that then in begin play, I will spawn via dispatcher. I tried with a branch and a has priority, but then when the previews were deactivated, also the meshes to spawn in game were. However I’m not sure how I can destroy only those in the script. I tried to make them variables, but then in the nodes I only had options to remove all instances and therefore also those that should spawn. That is, it’s as if by deactivating the script with beginplay, the spawner no longer has references and therefore spawns don’t occur.
@ClockworkOcean

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