Sorry, I probably should have explained the project a bit better, but I didn’t know creating an elevator like this would mean so much work… Anyways, the level I am creating is supposed to have several elevators, all independent of each other of course. My solution was to create an actor blueprint that moves the platform up and down (to a certain point above or below its origin) when it is told to do so, something I could just drag and drop into the level.
The solution I had for giving this signal, was to create a separate object, a simple button, I could place wherever I want in the same level, and somehow connect the result from the button to signal the elevator for a specific action (Start, stop, return).
That way, I could add as many buttons in the level as well, and simply connect them to a desired action the elevator would perform. For example, placing three buttons next to each other, and assigning one for start, one for stop, and one for return. The buttons should not have a determined action from the beginning, only what I assign it to. That way I could also use these buttons for different things other than the elevator, it only triggers an event, which means I could use it for something like a lamp or door as well.
Simply put, an actor that works as an actuator, only gives an output signal when pressed, and an action (in this case an elevator), that reacts to this output.
I hope this clearified a few things, I don’t know how to describe it better.
Now, if I use raycast from the character to a button, which gets a hit result from the desired object, can I make an elevator activate in a specific way corresponding to what the button is connected to?
I just want you to know that you have already helped me a lot here, never realized that this was such a difficult topic. Thanks!