Part of the rules for this competition I'm doing requires us to work entirely in blueprint mode. Which isn't too bad, I figure I can adapt.
I'm simulating a crowd. So I spawn a bunch of actors in the level blueprint, then spawn a bunch of target points in the level blueprint and randomize the locations of all the actors and target points, and set each actor to run to a random target point. This creates an illusion of entropy. What needs to happen is that, when they reach their target point, they will turn around and run to another random target point.
So, in c++, this would be simple as shit, and I could do this in a variety of ways. But I can't figure out how to do it in blueprint. My level blueprint has an array that holds all the actors and target points. From within the actor blueprints, I can't access the target point array to discern their location because they are out of scope. In C++, I could just pass a reference of these objects to each spawned object, but that doesn't seem possible here.
Any ideas?