Check if door is already open before casting widget


I’m having some trouble implementing that, whenever a door is already open, it doesn’t show the widget anymore when overlapping the triggerbox.

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Possible solution: in door actor create a bool variable to ckeck is door opened (let’s name it IsOpened). Default value of this variable is false. When, in this blueprint after cast hit actor to SingleDoorBP create a branch to check is variable IsOpened false. If IsOpened==false, then execute as usual (create widget, and after timelines finished set in IsOpened value true), but if IsOpened==true, then execute it as cast failed (branch with SetInputModeGameOnly and deleting widgets).

Awesome, totally worked! Thanks!