Switching between multiple instances of the same pawn

KingBearcrusher
Sun, 06 Sep 2020 09:15:22 +0000
UI

So basically, I’ve got one pawn blueprint that I have duplicated 12 times and placed through out my level. I’ve got a general idea for possessing at least one of them, but so far that’s it. My thought was to give it an editable variable, like an integer or an enumeration that could be assigned either in the world or when the player interacts with one of them individually, but I cannot for the life of me figure out how to make a cast specific to the pawn I want with something like a button press in a widget. I would like to know if there is perhaps a node or something that I could use to reference them for other purposes as well, like checking if they are available to be possessed based on an a boolean I gave to the pawn already.

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