A good starting point would be one of the examples in the Blueprints_Advanced map, in the Content Examples project. There’s a hinged door Blueprint in there that swings open when the player touches a trigger, and it should be easy enough to replace the meshes with something else if you need to.
If you want to to use a different door mesh that doesn’t have its pivot at the door’s hinges, one way around the problem is to add a “Scene component” in the door’s Blueprint components tab, which is basically an invisible object you can attach things to, kind of like a socket. You can position the scene component where you want the hinges to be, then parent your door mesh to it with an offset so that the door’s hinges are aligned with the scene component. Then, instead having the timeline rotate the door itself, you can have it rotate the scene component with the door attached, so it will effectively be rotating around the pivot point you want.