Spawn multiple copies of the player character

I am developing a small isometric puzzle game. At start I have a character that, based on a set of rules, navigates the level without any user input. I have an AnimBP setup and I make use of the Character Movement component so that I can use the jump mechanic.

When the character hits a hitbox, I am spawning multiple duplicates of the character blueprint. The blueprints of the spawned duplicates are fully functional, events fire and the idle animation is playing. However, when the character duplicates have to switch to another animation state and I am setting the corresponding boolean expression, the state change is not triggered and the character will remain in its Idle state.

I tried to trigger a jump from level blueprint using keyboard input. This is working properly, and the animation is playing. However, all the actors now jump at the same time.

I also tried to spawn them as AI and assign an AIController, but the AnimBlueprint still wont properly change its state.

It seams like all of them share the same AnimBP which is only able to communicate with the initial character.

Any ideas? Also, what would be the prefered way of setting this up architecture wise? I am thinking about not using characters at all but simply going with pawns and mimicking the character movement when needed. Appreciate any help!

The problem is not the Animation Blueprint. It is in the communication with your characters. However there is no information on what are you trying to achieve.

Are you trying to control multiple characters with the same input?
If you trigger a jump from level blueprint on all characters what is the behavior you expect?
What animation are you expecting when a character is possessed by an AIController?

I Figured it out.

For everyone facing a similar situation. My issue was the following:

The problem was that in the AnimBP I used “get actor of class” instead of “Try get pawn owner”.

(: