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No problem, here’s what I meant:

When the player overlaps your collision box, the bool is set to true, when they leave the collision box its set to false. The input only works when this value is true.
Note that you no longer need the class check before you cast to get the inventory, as only the player overlapping can set the bool true anyway.

So get your player now, use a Get Player Pawn node, and cast to your character, then it’s the same as before. So the after the branch on F, get your player pawn, cast it it, and branch from the Contains node (the rest is the same).

edit: I jsut realized the comment on my reroute node is wrong, you need the Get Player Pawn node and cast first.