Hi Gameran, you’re thinking along the right lines. I’ve thrown together a quick and dirty solution which should be enough to get you started. I first duplicated TileCloseThinWall_E, called it Tile_Door_East and colored it green + scaled it a bit (for visuals). I then changed the collision settings of its mesh to block everything but PathTrace (so it registers click events, but ignores the trace in the Player controller that uses PathTrace).
Then I added the following to the door’s event graph:
https://i.imgur.com/ZX7hn8M.png
Here I’m using UE4’s built-in OnClicked event to register the player clicking on the door.
I then use the AddEdgeBothWays function in BP_GridManager to connect the tiles on either side of the door. Since this door is a copy of the east wall actor, which during setup removes its eastern edge I want to re-add this edge. In the toolkit east is +1, west -1, north - GridSizeX and south + GridSizeX. You would likely want to set up a less hard-coded implementation in your game, but this works fine for a demonstration.
Then I move the mesh out of the way with a timeline. This does not pathfinding, but is just for looks. You would want a more proper animation, of course.
Lastly I reactivate the current unit. Since the current unit was originally activated before we altered the edge array, the pathfinding it ran was using the old edges. We want it to take the altered edges (and change in visibility now that the wall has moved, for that matter) into account.
Hope this helps you implement doors how you intended. Like I said, this was a very quick and dirty solution, but if you understand the steps you should be able to build on it and make something better. The first step would probably be to move this to being part of the click event in the player controller, so you can have more control over when it activates. Best of luck, and let me know if you need any more help.
