This is unrelated to any possible solution, but in the spirit of suggestions…
- Seems like the switch is intended for weighted selection? You can create a function for that:
- Could be good to have an array of soft class references assuming the spawned classes have a common parent even if it’s Actor class:
- IMO the spawned class shouldnt include the spawner. Actors can know when another actor has been destroyed by binding to OnDestroyed:
Then you end up with something that should be easier to iterate upon:
Hope it helps.