Interaction message specific to object

Hi, my problem is in the course of making a door. I want an interaction message that says “activate” on most things but says “Open/Close” when looking at a door. You can see my current attempt below.

Currently, I when I look at the door, it says “Open” as per the branch in the Reticule BP, but it does not display closed

Unfortunately, I get an error when I open the door ingame that reads “Accessed None trying to read property Door” and I cannot work out how to get this working.

Any suggestions? I’m fairly new to this so if there’s something obvious please say!

“Door” in an object reference btw!

You use a door reference in the Event Construct of your widget, but I don’t see where you assign this object, so it will always be invalid?

You use a door reference in the Event
Construct of your widget, but I don’t
see where you assign this object, so
it will always be invalid?

“Door” is an object reference to my blueprint “Door”. I assumed that by itself assigned the object

No there is no way for the widget to know which door you mean. You’ll have to assign the object reference yourself. You could set it the same way you exposed the Message Text variable on spawn.

If you want to send the same message to all objects, but get a custom response and message back, take a look at blueprint interfaces:

Yes! Thank you, I finally did some more watching videos and tutorials on casting and assigning, and worked it out! Cheers mate! This was my solution