There are many ways to do it; an efficient one that does not require looping through all the pieces is an event driven approach using [Event Dispatchers][1]:
create a dispatcher that sends the puzzle piece’s state
Hi,
I have a blueprint, when I press the cube it turns green and the cubes next to it, but I don’t know how to make the condition when all the cubes light up green, I found a function that, after fulfilling the conditions, takes you to the next level, but I don’t know how to set all blocks to pass in green
I don’t use the spawn block, each block is a separate actor for me, so I can arrange the blocks as much as I want on your blueprint to connect to the spawn block. As for the first question, it wants me to move to the next map after all the cubes light up green
In your animation, it seems the actors are not connected to anything:
You need to apply it to the blocks that you spawn or, if you’ve spawned the blocks already, loop through them and bind the dispatchers. Without execution wires, nothing is connected…
I just don’t use this method, that’s why I have a problem because wherever I connect it doesn’t work, my blocks are scattered randomly and nothing creates them, I drag the actor onto the board and that’s it
That’s right, but how to make each map have a separate counter, should I set it at the blueprint map level? Now, if I set 6, for example, just click 2 blocks on each map and the next board appears