Use Multiple points from Target Point Array

It should normally only be 1+ the value you set in the variable- That’s because you increment it AFTER spawning (if you do the math it checks out).
The problem with your code, that requires +2, is that after the Set Bronze Spawn you should enter in the Set New Var. It’s like picking the first random transform. Then you pass that transform to the spawn actor, then you remove it from the array, then you check if you reached the desired amount, and if not you go back to the Set New Var, that’s equal to picking another random item from the remaining items in the array, etc.

Oohhhhh I get it. I disconnected the Set Bronze_Spawn from the spawn actor node, and instead connected it to the “Set New_Var” node, and then left he “Set New_Var” node connected to the “spawn actor” node and now the “NumberToSpawn” just has to be 1 higher than the number I want. (Basically the only thing changed is the wire coming out of “set BronzeSpawn” now goes to “SetNewVar”

And then if I set index to zero, then my “NumberToSpawn” variable is accurate. So if I make it 8, I get 8 treasures now.
I’m learning! It’s a slow process, but I’m learning! You are amazing at this.

Thanks to Klawd3’s advice and Cougarkillz’s discoveries on this incredibly helpful thread, I was able to create a node setup for how to use multiple spawn points from an array only once.

I have shared the setup below, which also factors in a random amount to spawn, and a random rotation for the spawned objects.

Thank you again Klawd3 for taking the time to explain the technique! In this setup, I omitted the temp array, however, I tried it both ways and both ways appear to work.

(Click on link at bottom of post to view larger image.)