fyi this is gonna be a long post.
i dont know what your talking about with the door switch portion but i can help now with the rest.
ok so with the different movement the portion of making the doors a child of one item doesnt really work and isnt needed anymore so dont worry about it now.
now theres a few ways that we could handle the blueprint now and both arent too hard. the first method ill outline will be similar to the method described before and will be the simplest. the second method will be a bit more involved but will be a little more flexible. first the basics, we are going to make a blueprint actor from scratch in this case so from your main tab with the scene click the green add new button in the content browser, then select blueprint class, and finally actor. now name and open the new blueprint. next we will need to add four static meshes (one for each door), this is done by clicking the add component button in the components section then click static mesh. select each mesh and set its static mesh in the details panel on the right. next position the meshes as they would be in the scene. next add a box collision and have it encompass all the doors (this will be the overlap trigger, added in the same way as the meshes). moving on to the event graph you are going to want to select all the doors and drag them into the event graph then drag off each one and search for get relative location. nex you want to right click the graph and search for make array and plug each relative location pin into the make array as seen below in the picture. next right click the array output pin and select promote to variable. this will create a variable array that contains the doors initial positions.