EDIT : Ok, I managed to make it work (with adding input on a custom event in the BP). But now the problem is, the “pin box panel” (I don’t know how do you say that in English) of the Gate B control the Gate A and not the B !
@noblaya I think you would find everything would work out fine if you just made a BP without the parent/child relationship. Just a BP that contains the meshes and keypad code, then you place instances in the world.
I don’t know if it’s just me, but I’ve never been able to get the inheritance to work correctly ( in BP anyway ).
The mesh can still be different for different instances, as can the pin code…
Thank you for your help, I just made a Master BP (Master_Gate_BP) and only one child (Gate_BP) then I place it in the world 2 times (like in the diagram) :
Gate A code 1234
Gate B code 6789 (But it’s the same BP i haven’t made multiple one )
And when I enter the code in Gate A panel , the Gate A open, so it’s perfect, then when I enter the Gate B code on Gate B panel, the Gate A closes, not B.
I just try directly with the Master BP and it’s the same
EDIT : when I bypass the “Code_UI” widget and directly activate the gate it work like a charm, (Gate A panel open Gate A / Gate B Panel open Gate B) So the problem is the “exchanges” between the Gate BP and the Code widget … I think the widget “speak” with the Gate_BP “in general” not with the specific one (A or B) …
Sorry if it’s not very clear.
I think you may be binding the variable in the widget to the master BP and not the BP instance. When the door instance opens a widget, it should make sure the widget is bound to IT’S variable.