Single actor with multiple mesh components

OH ok I get you, I mean it’s sort of the same thing. I’d still highly recommend delving into the States Machine system for it.

But also I’d look into it maybe being one actor but multiple character classes with multiple states all under the parent “house”. Then if your door character has 5 animation states (red, blue, green, yellow, pink) you can use the State Machines system to seamlessly transition between your meshes instead of like you eloquently put it “abusing” the FObjectFinder which would REALLY weigh down the scripts.

Generally, the way I have found C++ to work in Unreal is if it starts to get more complicated than what I learned in high school then there’s a better way.