sounds like you want to use the dot product to determine if your player is in front of the door or behind the door.
something like this:
FVector A = ReferenceLocation;
FVector Forward = ReferenceForwardVector.GetSafeNormal();
FVector ToTarget = (TargetLocation - A).GetSafeNormal();
float Dot = FVector::DotProduct(Forward, ToTarget);
if (Dot > 0.0f)
{
// Target is in front
}
else
{
// Target is behind
}