Gate only works when one actor is in the world

I’m creating a waypoint system so when you spawn it in the world you can open a widget using a gate (have to be in a box collision) and change the color and also delete the waypoint. The problem is when I spawn multiple waypoints in the same level, the gate to open the widget only works for the latest actor/waypoint placed in the world. It still detects when you walk in the box collision and press the E button, but doesn’t go through the gate successfully. Here’s the blueprint, nothing fancy.


Sorry for the messy graph

I believe there is a problem with the input stack (and partially with your logic).

All your waypoints expect to be triggered by the E key, but only the last one receives and consumes it, so the others will never receive it. As a consequence, you may open the gate by walking into the trigger box, but any other actor different from the last one added won’t get the stream of execution from the E key and therefore what is attached to the Exit pin of the gate will never be executed.

Try this. Select the Keyboard E event and, in the Details panel, uncheck Consume Input. Recompile and Save. Does it solve the problem?

Thanks for the reply! Fortunately, I was able to solve the problem by putting an enable input node in front of the beginoverlap and endoverlap nodes in my actor :slight_smile: