ok so the next part is like i showed before with the comparing to the player to ensure thats what made the overlap, the do once to limit how often its activated, and the flip flop. actually a good thing to note here is that you could just use the finished pin on the timeline to reset the do once which would make more sense. the timeline is where things start to change a bit, instead of using one float track for the curve i chose to use a vector track instead as seen in picture 3 above. i chose to use a vector mainly because its easier to make changes and looks cleaner. in this timeline x is the door closest to the stationary one (aka door 1), y is the next (door 2), and z is the furthest door (Door 3). so since the doors are evenly spaced we can use the time to keep them all moving at the same pace, so door one takes one second to move to the end location, door 2 takes 2 seconds, door 3 takes 3. i use lerp vector nodes and use the timeline as an alpha so basically the timeline just says it takes x time to move from point A to point B. now we just need to define the start and end locations, luckily we did this already in the array. when using a lerp you need to use static locations otherwise you will get exponential acceleration. so really all we need to do is lerp from the starting location of the door to the location of the stationary door ( array index of the door to index 0), then set the relative location. one last thing to note is the break vector this just lets us get the individual axis from the timeline, note that you can use 3 float tracks in the timeline instead of the vector track and it will all be fine. thats pretty much it for method one just look at the pictures i posted and you should get it.
as for the second method i decided against it for the moment since it would ether not get all doors moving at once or would involve working on tick. however you could also do the method described above in the level blueprint easily as well.