Interact Code working on a single object in game only - bugged?

As the title suggests, I have included an interact code for my character to perform certain tasks, such as open doors. The first door I added works perfectly as intended, but when I attempt to use the same blueprint (door) twice, or a completely new blueprint (different style door) the character will not interact.

I am completely at a loss as to why thins is happening as the interaction interface I have set up should work on all interactable objects.

Any help would be greatly appreciated.

The Code:

Door BP:

Note, this single door works fine. Any others added refuse to function.

The easiest way to debug this is to add a print or a breakpoint in the Interact function, make sure it does trigger first. If it does trigger make sure the default value of IsOpen? is the correct.

While you’re at it add another breakpoint to OpenDoor and CloseDoor events then interact with the door that’s not working , the breakpoints triggering should help identify the issue. You can select any node and press F9 to add/remove a breakpoint, or add prints if you prefer that.

Let me know how it goes.

Select the interact node, and in the details, turn off ‘consume input’.

Yeah, I did that. Consume Input is definitely NOT checked… Still not working…

It’s weird. I have a print string that shows that when I go to interact with the door, the code IS triggering, but the door doesn’t animate. Normally I’d say AHA! and ensure my animation is set up correctly - however, as stated before, the original door works just fine. It’s just any additional doors, even with bps with different static meshes.

Why is there a loop in the interact code. Surely you only need to know about the one item you’re interacting with?

Ok, it’s the first one…

Long shot. Is the length of the timeline as you expect? Sometimes I have a 1 second curve, but a 5 second TL…

OR: There is another actor you’re forgotten about that implements the interface. Maybe print the implementing actor name… :slight_smile:

Hmmm… I don’t think it’s the timeline as when I alter it, those changes reflect on the door that works but the others still aren’t activating despite the system clearly showing that the interaction code has been triggered. I also don’t think it’s the actor issue because, again, the first door works just fine. For some reason when the code fires, it only runs its course on that one, single door and then goes kaput and won’t activate on other items despite the system acknowledging that it should.

As for the loop - I was following a tutorial so was just following the steps. I’ve been in contact with the original coder and he can’t seem to find the issue either. It works fine on his - just seems mine is being a little brat of a code. That’s pretty much my luck LOL

If you make an empty project and just put this door in it, I’ll take a look if you like…

Apart from that, I’m stuck :slight_smile:

Yeah, it’s a weird one, isn’t it? I’ll see if I can pop it over. Ta. :slight_smile:

I am an idiot.

I had assumed the time to open/close settings carried over with the blueprint. It does not. I have to set it for each door. I have been fighting with this for a while and it’s as simple a problem has Karl in Slingblade just saying “It ain’t got no gas in it”.

Thank you for your help. Please feel free to abolish me at your whim…

It should do… ?