How do you make a Door open Gradually on leaver pull?

Ok - this is almost right. Only changes are in the door blueprint I think.

  1. The first node after the event - UpdateDoorPosition needs to set LeverAdder to 0. LeverAdder is a variable which adds up all of the LeverAmounts from all of the lever objects you have in the scene - it needs to start at 0.

  2. In the loop you need to Get LeverAdder, add it to LeverAmount and set LeverAdder to that. This will add up each lever’s amount.

  3. You don’t use a timeline in the door blueprint - the ones in the Lever blueprint(s) will handle the animation for you. From the ‘completed’ output of the ForEach loop do a SetLocalTransform (not add) and connect your Lerper to it as you have done (And your door static mesh component).

  4. Drag off your ‘MyLevers’ array and type LEN - this will return the amount of levers you have in your scene - If you have 6 levers the length of MyLevers should be 6.

  5. You need to do LeverAdder divided by this LEN node and feed this into the alpha of the transform lerp.

So if you have 6 levers all activated then when you count each LeverAmount it will come to 6. So 6 divided bt 6 is 1 - which is your door fully open. If any of the levers aren’t activates you’ll get a value less than one.

Also - I don’t really do things the way you have in regards to enabling/disabling input in the Lever blueprint, but i’d say you want to connect the DisableInput node to the CLOSE pin on the gate.

Dan