open doors with blueprints, help needed

hello i’m trying to make a first person game, my level has many doors that the player users to navigate into the entire level, i want to use a key to open the door (i don’t want doors that opens in automatic way).

so far i have made the matinee animation and the door will open when i press the “q” key, all work fine.

but my problem is that it is working for only one door, if i create another matinee and use the “q” key to trigger the animation to open the door all the doors will be open at the same time, i want to create a trigger volume to check if the player is in there to let the blueprints activate only one node animation.

how can i do that ? i know that this can be done with code too, but i’m just starting to use the engine, some advice will be great, some tuto or forum thread that help me to figure out this.

thanks in advance for all the help.

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hello i solved my problem using a switch flow control to let play a unique matinee animation, the switch variable is an integer, the variable is set by a volume trigger, work just fine, don’t know if this is the best way to do this but is working.

Another dirty way to do it without placing triggers everywhere is to make the door , get the player position and check if is closer than somethig.

You can do it with nodes
get actor class - player- get location
Get my loccation -(vector - vector) player location… get lenght
If lenght is < of 100, open

Please figure out how to do this with blueprints, you’ll have a lot more time on your hands after that…

The trouble with matinee is you have do it in every level, for every door, for every…

If you make a working door BP, once you’ve done it - that’s it! Just place it anywhere you want a door.

I can show you if you’re interested.

this was faced a few years back, i was starting with ue4, i figure it out how to make the door as an bp object to re-use it and avoid the make “n” numbers of doors in matinee.

thanks anyway for the help.