No. Imagine room A has no enemies, room B has 2 mice enemies, room C has a bat boss enemy, and room D has 2 of the same bat enemy which are different instances of the same object as the boss, which now that the player is better and has more abilities are therefore as easy as a normal enemy was at the beginning of the game. Player starts at room A, and all enemies are destroyed instantly. Player then moves to room B. The game destroys every enemy and recreates the mice for room B. The player kills one of the mice then returns to room A. All enemies are destroyed again and the game tries recreating the enemies for room A, but there are none, so nothing happens. Player returns to room B, all enemies are destroyed, and room B`s 2 mice are recreated (no matter if the player killed them). Player proceeds to room C. Every enemy is destroyed, the boss bat is recreated, and the room is sealed. The player then defeats the boss and the room is unsealed. Player proceeds to room D. All enemies are destroyed and room D`s bats are recreated, one of which is killed by the player. Player goes back to room C. All enemies are destroyed and the boss is not recreated (but if there were another enemies in the same room, they should have been). Player then goes back to room D. All enemies are destroyed and both bats in room D are recreated. That`s the behavior I`m looking for, but I don`t know how to tell regular bats apart from boss bats not to recreate them. Is it clear? To be honest, I solved this problem by making it so the boss only spawns when the player reaches it`s room, and by not placing it on the layout initially, so it isn`t recreated. That said, I still want to know if there is a way to recreate objects based on if they initially had a bool set to true or something, as this will probably still be of much use, or maybe by whether or not they would meet a condition after recreated. If not, in case the Construct gods are listening, a feature like this would be much appreciated.