How can I make the player automatically traverse behind the door?

Seeking advice, I’d like to accomplish the following process:

  1. When the player moves to the door and overlaps with the trigger (the door and trigger are currently the same Actor).
  2. Display UI to prompt the player to press the ‘E’ key to deactivate the door’s collision (the door is initially blocking).
  3. If the ‘E’ key is pressed, the UI disappears, player input is temporarily paused, and the player automatically moves to a designated point behind the door before regaining control.
  4. Upon exiting the trigger, the door’s collision is reinstated.

I’m struggling with step 3. The issues I’m encountering are:

  1. Despite consulting numerous videos on AI pathfinding and utilizing Navigation (which displays valid areas correctly), none of the implementations have worked. After pressing the ‘E’ key, the character remains idle. Any suggestions for implementation? Example video (first two seconds):
    https://youtu.be/UXawRPi42Yo
  2. Could there be an issue with allocation? Or perhaps a more ideal architecture?

Notes:

  1. The door is part of a dynamic maze, so its position is not fixed.
  2. Attempts to implement in Blueprint for the maze, door, character, and level have all failed (or perhaps there are overlooked areas).