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

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.

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

Another problem is that my blueprint doesn’t appear in game mode.

Construct mode

Game mode

I think I’m going to abandon the construction of blueprints containing child blueprints.