# Unique characteristics for multiple actors of the same class

**URL:** <https://forums.unrealengine.com/t/unique-characteristics-for-multiple-actors-of-the-same-class/336790>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [October 28, 2015, 5:31pm UTC](https://forums.unrealengine.com/t/unique-characteristics-for-multiple-actors-of-the-same-class/336790 "2015-10-28T17:31:37Z")\
**Posts on this page:** 1\
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**Author:** ![anonymous\_user\_2793493e1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2793493e1](https://forums.unrealengine.com/u/anonymous_user_2793493e1)\
**Post date:** [October 28, 2015, 5:39pm UTC](https://forums.unrealengine.com/t/unique-characteristics-for-multiple-actors-of-the-same-class/336790/2 "2015-10-28T17:39:28Z")

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There are a Lot of implementations for this.

The simplest method is using parents blueprints.

Ex.:  
Parent BP = Pokemon  
Child BP = Blastoise

Pokemon has Health and Mana Attr  
Blastoise, child of Pokemon will have Health, Mana and any other attrs you want.

========BUT=========

In your specific case, I recommend using on “pokemon” class an array variable, editable, containing a Struct of Habilities, another for debuffs, and another for buffs, for example.

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>
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