Casting to actor using actor reference failed?

I feel so so dumb trying to understand how this works, and what makes the most sense. I’m really not a programmer, and I’ve been trying to avoid it for a long time, precisely because of this. I know its not difficult but my brain just doesn’t compute with why this is supposed to make sense.

I’ve ended up doing it differently. And letting the door check whether to open by adding a box colision and checking how many pickups the player has when it overlaps with the door.

But I’m frustrated I can’t think of a smarter way to do it myself. I thought that having the door open automatically when you have collected X pickups would be easier. Apparently trying to make things simple isn’t actually simple when it comes to blueprints.

What I don’t understand is why only the Event ActorBeginOverlap has the little blue output you can plug into the cast. Why don’t all event nodes have that? Would make it a lot easier as far as I can tell.

Anyway, it works now. I have logic in my pickup blueprint that only destroys the actor when it gets overlapped. I have logic in my FirstPersonCharacter that keeps track of the number of pickups. And I have logic in my door Blueprint that checks how many pickups the player has.

That will have to do for now. I have a class to teach tomorrow where I have to be able to explain this stuff.

Thank you. Many many many thanks for your help and detailed explanation. I don’t know if I’ll ever be able to progress past this point with blueprints, but don’t take it personally. Its just not my cup of tea.