Change Struct Boolean to True/False from BP Actors

This is (probably?) incorrect:

You’re reading class defaults instead of the actual data from the door actor. Think of the class as of a template from which each door is instantiated. Those instances hold the actual mutable data.

That’s a lot of script to go through. I do not understand it and figure it out is a huuuge time sink. Could you briefly explain how it’s supposed to work.

Can you explain what is happening in the game?

  • we approach the door
  • we right click (what - the door?) or the UI?
  • a menu pops up - we click Use
  • if the door can be used and we have the correct key in the inv, the door opens

How is the data from the door supposed to end up in the menu? All I see is you trying to read something form the player’s inventory - surely the player does not hold the door. The door is somewhere in the world?

I am assuming this is the door actor whose data we try to access somewhere in the UI:

Correct?