I have dug and dug and dug through trying to find ways to activate the elevator through blueprinting and it just does not seem possible with the ADK.
I have gone through every method I know. Casting to and set is activated to true. I have to assume activate in this instance is not the same as elevate/de-elevate
If I could toggle actual elevate and de-elevate on my own so that I can blueprint solid logic into it, that would be awesome!
v226 DevKit will expose the Elevator’s Activate() function to Blueprint
It’ll also do two other neat things: Expose the TryMultiUse() function to Blueprint so that it can be called directly by any Blueprints (thus you wouldn’t even really need that Elevator Activate function exposed directly), and also in PIE it will draw the activation ID’s of all the activation options so that you can know what the numbers are to pass into the TryMultiUse() function – this will allow you to trigger any kind of use/activation through Blueprint directly.