What I’m doing is spawning a 2 gates for 2 target points but I want them randomized. So for example Blue gate spawns on the left and then next time I play it could spawn on the right. (This is all hooked up to a Begin Play Event)
So the Random Int chooses a number and it spawns on the Target point but how do I found what number it hasn’t chose so I can spawn the other gate on that… I did look at Shuffling the Array but I’m unsure how that node works cause it has no output…
There will only be 2 doors for this scenario. However I want both Doors to spawn in the level just not in the same place. So If I set up the Branch with Random Int=0 If it is 0 it will spawn the gate, if it is not 0 it won’t spawn it. With the Random Bool, The random Int selects the target point which allows me to get the transform, Both scenarios would work If I just wanted to spawn 1 door at said place.
I should of explained that better. 2 doors need to spawn in 2 places but never in the same place and random. Thanks for response tho!
So I set the RandomINT, then called it set the first gate to spawn at any random point. Then made a Branch saying if RandomINT = 0 True then pick 1 from the array to spawn, If not true pick 0 cause it must be 1.
That’s too complicated. Saving the Random INT is ok, but instead of branching it, just use “1 - RandomINT” for the other get.
This will get your 1 if RandomINT is 0, and 0 if RandomINT is 1. (:
Since he needs a random INT Value and the opposite of the result, the random bool isn’t that helpful. At least not more than the way he is doing it now.
But nice to know about this node _cDub! (: