So I found the solution I was looking for; that is, to disable the trigger box that enables the doors to open in the first place.
So this is what I did:
- Set up a new trigger box (I called it “TriggerBox_Code lock”) and make it so that when I enter the trigger box, it will enable me to do key-inputs. That will look something like this:

When entering the Code-lock trigger-box it will enable user input, and when leaving the box, user input is disabled.
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Make sure to create an actor reference for the door-opening trigger box (the one you want to disable).
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Find the E-key input-action and link that to a FlipFlop switch.
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From the door-opening actor make a “Set Actor Enable Collision”. Copy the “Set actor collision”.
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Link FlipFlop A to one of the function-boxes, and FlipFlop B to the other. Link “Is A” to both of the boxes. The final result should look like this:
Hope this may help anyone who wants to expand a bit on the basic tutorial given by Unreal Engine Devs: https://www.youtube.com/watch?v=cl_eoVfNDKU
Sources from where I took inspiration for this solution:
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/FlowControl/index.html#flipflop
**NOTE! I fully agree with James94Hodges that this solution is not the most elegant and absolutely not the most efficient. Especially if you need multiple doors with the same functionality. But for new beginners, like me, who just wants to start grasping the logic of how blueprints works, this is a great little solution. AND it enables you to lock the door from far away too.
Please check out James94Hodges video on how to set up these kind of doors in the proper manner which can be used for more advanced applications! Videos can be found here:**
Intro: https://www.youtube.com/watch?v=BOo_Rr2lxvg
Part 1: https://www.youtube.com/watch?v=4jZMMdUvhro
Part 2: https://www.youtube.com/watch?v=LWtlS9U_bv8
