I’m trying to prepare a level where players will have the ability to change cameras, depending on the situation. In this particular case, I would like to set a new character once the current main character will enter the lift.
I’ve found in context example (blueprint communication), that they use for this task Event dispatcher. Entering the press button Custom event from Button Blueprint is send to Level Blueprint where the new pawn is possessed.
The same I have created in my project. In Lift blueprint When the player is overlapping with lift and press F key custom Call Lift Entered is fired.
On Level Blueprint, Custom Event is fired and new character possessed.
Everything works fine when I have only one Lift Blueprint instance added to my level, however when I’m adding the second one, I lose control of the first one. I’m able to enter only the second one. No matter how many of them I will add to the level, I’m only able to enter the last one. The Level Blueprint, in this case (for 2 Lifts added), is as following:
Could you take a look on that and let me know what is wrong with that? It looks very similar as in the UE example, however, doesn’t work the same.