Yeah, I somewhat understood now what you are talking about, so thanks again for explaining, really, to both of you, it’s so helpful and reduces some of the frustration I encountered. Thanks for taking the time and actually helping me with my actual problems and questions!
I’ll try later to make this work with a target, now that I got what you and Fjellgnu explained.
What I was about to do in general is this:
Imagine a game where you have several objects, and interacting with them creates a text on the screen (like a subtitle, like in an adventure). Sometimes interacting with an object twice will give you a different text the second time.
Now I wanted to make one object work with everything I need (this is what Fjellgnu helped me greatly with, setting up the text widgets and the mechanic to make them disappear).
Then I would have just copied that blueprint several times, rename it, change the mesh, and put it in the scene.
Would that mean that I would have created several CLASSES, and each of them would have 1 instance in the scene, and I could have instead just used only 1 blueprint and change its instance directly in the scene?
The problem with this I also still have is figuring out the absolute basics for the class. In my example is a text in the class that of course does not need to appear for every instance, since the objects are all different with different texts. I would need to write code that basically says: “Insert text here”, then gets the text variable, then checks if a second text is available, and if so, gets the second option, and probably I would have to store the texts in an array.
Instead I enter the text manually for everything because I can’t wrap around my head yet how to make a system that works with different things. Not every object gives you different texts, some give you 2 or 3 lines, some give you 1, some let you interact differently and then give you text… I don’t know if I could come up with a general solution for all.