I have a random level generator blueprint which is randomly spawning some actors at runtime, inside which I have more blueprint script to perform further random generation.
The level generation uses a random stream, and I would like the generation inside the actors which it spawns to also use the same random stream.
However, it seems as though using a Blueprint Interface to pass the random stream to the spawned actors destroys the original reference to the Random Stream variable contained inside the level generator blueprint.
I can check the box inside the blueprint interface ‘Pass-By-Reference’, however the pin does not change from circular to diamond, and does not reference the stream but instead copies it.
What can I do?
Thanks!
Jackson