Can i move an Actor inside a Widget's Blueprint?

Hi, i’m still a newbie with UE4, but i was trying to do some kind of basic parkour game with the Advanced Locomotion System.

In this game i have two zones that are accessible only through the code thats hidden in the map and you have to find it while parkouring, so i made this widget (a simple textbox) that pops up when you’re near the door, if you enter the right code i want the door to like teleport away ('cuz i’m not good at animating and idk if its possible to move a thing slowly in UE4), so i made a script in the blueprint editor of the widget and made a branch to see if the code is right but when i try to create the node to move the door it doesn’t show like SetActorLocalOffset or SetActorLocation, so i was asking if it’s possible (and if yes how) to move an actor (in this case the door’s blueprint) from inside the textbox widget’s blueprint.

Sorry i was not clear in explaining or i made errors, if you didn’t understand something just ask i’ll try to explain it better, and ask if you want to see a pic of the blueprint’s nodes.

  • here’s some door with a collision box:

  • the code is in the string variable
  • the graph of the door actor:

  • when we enter the box, create a focusable widget with an Editable Box, add it to the screen and give it Keyboard Focus
  • as we type, the editable text’s event triggers the checks in the door actor
  • we check the length of the entered text; when equal, check for matching text
  • if it does not match, the text field is reset
  • if it does match, we get rid of the widget open the door with a timeline

This will need more work, obviously but the method should be sound.

Image from Gyazo

Okay, this worked,i tried following what you said and the script in the picture and it looks good, but i have a question: Can i reuse the actor’s blueprint to make another door? 'Cuz i tried spawning the 2nd blueprint in the scene and the first door doesn’t work anymore.

You can have as many as you want, each with a unique key, too…

Image from Gyazo

… but they will only work once. Not sure if you want to reuse them or not. Atm, it’s using the DoOnce node so they can be only triggered once. You will need to adapt the script to your needs from here on.