Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!

what I don’t understand is if I make each struct node for one trap apiece, why it reactivates the other trap/s.its like it takes the latest struct node and whatever it is set to , it goes by those settings.like if there were only 2 traps and the pic just above was the struct node setting for the second trap, it will save only the second trap as disabled. even if the first trap was already disabled , once the second one is disabled and it saves , the first trap will be reactivated again. just like if all the traps are selected in the struct node(like in the first picture ), and I disable only trap 5 , all the other traps will be disabled as well.you could try to put 3 traps on your test level and add em to the struct ,and go in and disable trap number three and save and reload and see if all the traps are disabled.