The child blueprint is not working properly inside a blueprint

Could someone explain why, when I create a blueprint that uses a child blueprint, it doesn’t work correctly? Here’s the result:

It is impossible to make the cubes appear; the cones and cylinders appear at the same time.

It’s Child Blueprint:

It’s the blueprint that uses the child’s blueprint

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I don’t fully understand the context, but according to your screenshots, that’s the result you’ve asked for.

Either you need to set ‘Cube Cone’ to true or swap out the ‘Branch’ for a different logic.

Is the cast working?

I should never have cones and cylinders at the same time.

Yes, The cast works for the Size variable.

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My mistake, I overlooked that logic. I am still missing context and can’t tell what’s housed where, but I’ll offer some other possibilities.

  1. Inheritance - Perhaps, you have a ‘Call to Parent’ in your child actor, which is running the logic a second time, overwriting the first…

  1. Multiplayer - Maybe you’re replicating the actors for every player in your editor.

  2. Self Pruning - If this is PCG, could you be self-pruning on overlap?

I can only advise ‘Print String’ to find out when/where ‘CylindreCone’ is both true and false as that’s the only possibility–it must be both simultaneously, but from different sources.

I want to build a complex parametric object in UE5. I wanted to use child Blueprints within a Blueprint and parameterize them conditionally.

I modified the blueprints in the following way to simplify them.

child blueprint:

blueprint calling the child

but the result is uncertain

I think the branch node isn’t working correctly. Is there another way to conditionally activate functions in a blueprint?

Again, all I can do is offer ideas. Any revelations from ‘Print String’? I have to assume your variables truly do have multiple values simultaneously, maybe due to instancing.

I notice you have functions within functions; are there any variables within, which need to but aren’t retaining their values, perhaps?

FYI:

  1. The nodes ‘Do Once’, ‘Flip/Flop’, and ‘MultiGate’ don’t work inside of functions.
  2. Local variables aren’t stored inside of functions but are reset with each function call