Multiple instances of blueprint class

Hi all, I think I am just having a brain fart but I am struggling to get my head round the new UE4 blueprint system. To try and keep my explanation simple.

I have two flames and one door.
Both flames are an instance of a blueprint class which can be activated when the player presses E inside of the collision box.
After both flames have been ignited I would like the door to then be opened.

I cannot get my head around how to check that one blueprint class has been activated multiple times and to then check this for use in activating the door. In case it helps I have added the current state of the blueprint class for activating the flames.

If I am still making no sense, I am basically trying to remake my old UDK university project in UE4 to get back into using the Unreal engine. In my video - YouTube , how would I replicate the first section using what I have?

Thanks in advance for any help.

I actually fixed this myself when I tried again this morning. For any who may come across this post later I figure I will add my approach as that may help.

In the flame Class BP I added an event dispatcher, which is called when “E” is released, that’s the only change to the example I provided above.

Then in the level blueprint.

In the top left, the two “FlameTriggered” dispatch calls are checked and increment an integer value to check both have been switched on to then open the doors.

There are so many ways to do it.
Maybe it would be easier if you add refs of both flames into door bp and check flames status when you come close to the door?
Or vise versa: door has a status vars Flame1Activated and Flame2Activated both are bool so when you ignite Flame1 you make Flame1Activated = true. Same with Flame2Activated. After changing this bool you check(in flames BP or just call specific function of Door BP) if both bools are true then you open a door.
Tons of solutions…