Lerp without event tick

I override a static mesh actor so that I can add blueprint to the mesh. I use this to make a car door but I do not want to check if every door is open every frame, is it possible to lerp all the way instead of a small amount every time the function is triggered without using event tick or timelines?

Well,you could use a dead loop.
every time set a small amount of rotation,delay for a delta second,then set rotation again until it reached the end.
But it has no meaning. …
Tick to check or just set a location or rotation won’t cost much.

Unless you want to do a for loop,and another for loop in it.
That case you can’t use tick.

For something like this, Tick is your best choice. There are other options but behind the scenes, they are just ticking with more effort.

You can just enable/disable the Tick when you know the Door isn’t moving.

You really don’t have to worry about the cost of this operation. Unless you’re opening 200 Doors at once, it’s insanely cheap as it will use SIMD.

The only other option is to use a Shader. That way your GPU can do the heavy lifting, but now it’s more of a visual change rather than a simulated change.

Edit: I think I understood the question wrong, there is a singular BP node that does do exactly what you want. Again, it’s still a more expensive Tick but at least it’s compact. Sadly I forgot the name of the node since I never tend to use BP-exclusive features.