I tried that already, I got it set that way now. there’s a save progress struct node in each setup ( 5 traps) . in 1st trap struct all pins are hidden except 1st trap pin , in 2nd trap setup struct all pins are hidden except 2nd trap pin, in 3rd trap setup struct all pins are hidden except 3rd trap pin. same for 4th and 5th. start play , print string says all traps are active, go and disable trap 2 for example , print string says trap disabled saving game. stop level , start again and disable 1st trap and quit again.trap 1 is disabled but now on restart trap 2 is active again when it was just saved as inactive on first start. if I start again and go back and disable trap 2 again , now on restart trap 1 is active again.trap 1 and 2 are just examples , it could be with any traps. With 5 copies of the whole setup , Its like it takes whatever trap you last disable and uses the settings from the nodes related to that trap.theres got to be something im missing .