I don’t remember if an input event is called across the project when activated (like a dispatcher) or if it would even work without connection to a controller… Just haven’t played around with it in that way. But even if it DID work like a dispatcher it’d still be bad to try to run them all at once seeing as this is only the door BP and there’s other doors plus the trunk. If they’re wanting to expand it beyond this like they’re wanting to explore it’d be a bad idea for scaling reasons… or it just won’t work period. I do think I remember doing it this way is a lot like a dispatcher.
All that said I should have looked more intently at the graph. @Przemek73 Roy’s right, you’re almost there with “Get Hit Result Objects Under Cursor For Objects”. I just personally think this code should not be ON the door Actor, it should be somewhere higher up in the hierarchy to call on an event in each individual piece. Maybe the car. You could really do it on the level, or even the gameMode.
But I’d use a BP_Interface to have it trigger the open/close EVENT on each piece, if they’re going to be individual actors.