So I have a small issue here. Should be a simple fix. It’s got me a little stumped though.
I have destructible mesh that I’m trying to destroy. U can see that when radial damage effects it, it loses health, and when it gets to 0 it calls to my hud and updates my score. There’s also an outline render as well. However, here’s where I’m stumped.
I have 3 destructible mesh blueprints, each with their own destructible meshes to get destroyed. They are 3 separate blueprints. I want to be able to destroy these objects and ONLY WHEN ALL OF THEM are destroyed, I want to spawn more.
Imagine you’re playing, and the only way to advance is to destroy all of the objects in order to spawn more. I attempted this, but I’m not 100% sure how to finish it, and I’m not even sure if it’s the right way to do it.
So my question is this. . . How can I set this blueprint up so that when all 3 of my objects have (0 <=) health, it spawns another object?
Here’s my current setup.
When the game starts, the first object spawns. This is spawning my first object BP.
This is the blueprint of Destructible Mesh #1. As you can see, when you destroy the first object, it spawns 3 more. This all works fine. It spawns BP #2,#3, & #4.
How can I make it so that when BP#2,3,& 4 are all dead or at zero health, I can fire another bp? I tried doing this on my 4th


