Thanks for your reply.
That is because I set the value to 1 on the beginning overlap when entering the box collision of the door and then set it back to 0 on the ending overlap of the box collision.
The problem here is, the value changed in the blueprint correctly, but it will not pass to the PCG graph while it changed in the blueprint. I cannot find a way or node that let me update the “Get Actor Property” in the PCG graph when the value changed in my blueprint.
The logic was when I overlap with the door, the value changed to 1, the “Get Actor Property” get updated, and then the PCG graph will spawn the second static mesh. Then when I end overlap with the door, the value is back to 0, and the “Get Actor Property” updates, and then the PCG graph will spawn back to the first static mesh.
This logic is working within the Editor when I change the value in the door actor’s detail, but not in runtime.