How to keep triggers updated with reset actor?

I have an actor that I use physics constraints with (two used as hinges and one as a latch, to make a trap door that breaks). I decided to make triggers to break the latch (just a box mesh with an OnComponentBeginOverlap event that calls the latch constraint’s break constraint function).

I also need to reset it, however, so I (after storing its transform) destroy the actor, and then respawn a new one from class (SpawnActor). The triggers, for both resetting and breaking, are obviously unaware of these new ones, since the names are different from the base trap door placed in the world. Is there a way to keep the triggers updated with these new actors, or does this problem require a re-thinking in C++?

  1. Create a new object variable (of class door) in the level blueprint.
  2. OnBeginPlay event, set the door variable to the pre-created door object.
  3. Refer only the variable from here on out.
  4. After destroying the variable object reassign it again with the newly spawned object.

Hope that helps. :slight_smile: