Door Blueprint in another blueprint doesn't work

Hey there! It’s my first time asking for help here: I have a question about blueprints. I’ve created this interactive door blueprint which works completely fine while it stands alone, but the same one put in the house blueprint won’t work. Anyone can please help me?

Just for info, there is another interactive blueprint in the same house blueprint (a sliding window) and that works perfectly fine. Idk what to look for.

Sorry for the close range of the images, but it’s just to visualize the issue.


In your code, you have an input event ( key e or something ), it needs to be set to not consume input

I don’t have a key event to look for, but I’m using a blueprint interface: the only thing i’ve found about “consume input” is in the “Input action” page and it was “Consume Lower Priority Enhanced Input Mappings”. Toggling it off didn’t change anything.

Thanks for the reply, by the way!

Ok, when you say ‘in the house blueprint’, can you be a bit more specific?

Is it just in the level with the house BP, or is it a child actor actually IN the blueprint, or…?

I’ll try to explain, sorry if I do some mistakes but I’m self-taught.

I’ve created an actor blueprint for the whole house, and I’ve switched the door meshes with door blueprints (so child blueprints, yes), in order to make them interactable (internal doors are automatic, casting mechanism). Usually it worked with other houses, but in this specific house (and in another one at the moment) it won’t work.

I guess it’s something related to collisions, because as long as I move the blueprint out of the wall, it works, but the moment I encase it in the walls (where it belongs, of course), it doesn’t work.

Something weird happened also right now while I was testing: I put the standalone door blueprint away and left it there, tried it and obviously worked, I went back to the house and both door worked. I deleted the standalone door, got back into the simulation and doors won’t work anymore.

What’s happening?

How does the door BP determine its being interacted with? Do you do a line trace, or is there an overlap etc?

Can you show the door code?

No overlap, I’ll share you the door code and also the interact code, maybe it can be useful.

This is the interact code.

Ok, try putting a print string here

image

Does it print?

Yup, it does.

Oh, I think I’ve got it.

You’re getting the wall AND the door AND the floor etc in that sphere trace.

You probably need to loop over that array

image

cast each result to your door :slight_smile:

Thank you so much!

Ehm…I’ll see if I find tutorials for that to not bother you anymore, idk how to do that :sweat_smile:

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Very easy, instead of GET(0), use a ForEach loop

Mmm…i can see a problem here, because it’s an interact event, not a casting: this should work with all the doors in the level, not only this one :thinking:

In fact, it doesn’t work anymore with other doors that were working before this editing.

Can you show the code now?

Instead of casting, you could use the node ‘does implement interface’

Well, i’ve done a bit more testing and I’ve seen that it does open the doors, but it’s kinda stuttering, like, you have to click few times to open or close the door.

EDIT: oh no, I’ll be more specific, I’ve noticed that if I stand with the edge of the sphere slightly touching the door, it works fine. One step closer or further it won’t.

Do you have this code on tick, or…?

EDIT: oh no, I’ll be more specific, I’ve noticed that if I stand with the edge of the sphere slightly touching the door, it works fine. One step closer or further it won’t.

It is enabled on the door blueprint, but anyway, I’m happy. Surely in future builds I’ll implement line trace or something that you can interact with while pointing with the cursor.

Thank you very much for your patience and your kindness!

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Have you checked to verify collision is not preventing the door from opening?