Is it possible to stop a blueprint listening for an interface?

First let me thank you again for your patience dealing with this beginner/me. Most posts on answerhub do not extend this long before the asker figures it out. I’ve read over your response a few times. I don’t mind no pictures because it forces me to really critically think about this issue and not simply copy what you put up.

So in the interest of perfect clarity for me:
my interface logic = CORRECT/no changes.
my player pawn logic = CORRECT/no changes.
my door logic = INCORRECT, and I need to add a function to the door, in addition to the main event graph logic fixes

I tried to implement what you wrote as I understand it, but my logic results in no ability to interact at all with the door. My “interact” widget does not appear and clicking does nothing. This new function and graph is on the door blueprint only. I renamed my door function to ActorInteractStatus because a function and a boolean with the same name is confusing/bad practice on my part. When I look at the simulation, the player pawn logic always returns false on the CanCurrentlyInteract interface branch.

I think this sentence is where I failed: “All you have to do is hook the entry node to the return node and feed the Boolean CanCurrentlyInteract variable into the red pin on the return node.”