How to get copies of the same blueprint to activate on a separate trigger?

Sorry if this is actually simple and I just haven’t found the right tutorials to explain it to me. My intent is for the player to collect a “key” and to activate the “key” in the trigger area to make steps extend from the wall of a cylindrical tower to reach the top of the tower.

When I use “Get Actor Of Class” in the trigger box blueprint only one of the steps move (so picking up and using the key are tested to be functional, the “Step Animation” function is within the blueprint on the step itself).

This works for one step moving

My problem is when I change it to try and “Get All Actors of Class” to try and make all the steps move. It seems to break it and none of the steps move. I’ve also tried to put a “For Each Loop” node in every conceivable/logical place in this bit of blueprint I could think of to see if that would make it work and it still wouldn’t.

This is the broken version where none of the steps are moving

What am I missing or is there something wrong with this bit of blueprint? If it needs a “For Each Loop” node where would it specifically go (as I may have missed that spot when moving it around between each Link to try and make it work)?

I’m trying to avoid making the whole tower with steps into 1 blueprint, as I wouldn’t be able to adjust the steps in the level editor and I’d have to make a timeline for each and every step (attempting this method was so that I just had 1 step blueprint with 1 timeline that I could rotate and adjust in the level editor around the tower).

I’m going to mark this as solved :sweat_smile:. After submitting this to post here (and it going into pending) I then recompiled and saved the blueprint and for some random reason it started to work :distorted_face: :melting_face:.

I have no idea why it suddenly started working when it wouldn’t work for over a day of tweaking and editing it.

Anyone who has viewed this and has been scratching their head about why it wasn’t working in the first place, thank you for your time (I only hope that it was brief and you didn’t spend too much time on it :sweat_smile:).

its not really solved, the reason it broke/worked and will break again is using GetActorsOfClass doesnt guarentee any specific actor.

you need to find a way to get the exact one you want, some examples would be to

  1. Save a ref if you know which one it is (ie you spawned it)
  2. Line trace to it if you can ‘see’ it
  3. overlap it if you move to it