Function Override vs Interface vs Event Dispatcher

So if your level had 100 doors and 100 buttons, each opening one corresponding door, does that mean the level blueprint would have to have all 100 button dispatcher events on its event graph, with each one wiring up to the Open function of a door?

Ok this is interesting. I will be facing this exact scenario. At the moment I have created an actor that can respond to pressing the E key. Then I just derive from that actor to get specific functionality for other actors. I completely forgot about the case of also interacting with an NPC. They of course will be a character and therefore cannot derive from my custom actor. So now I can see a valid case for interfaces if I’m understanding this correctly.