Ok, thanks for letting me know. Good to hear that a clean reinstall solved it.
Hi, so this is something I would personally solve with the new UpdateTilesInRange function, which will help you not having to hardcode all the directions. If you use UpdateTilesInRange with bTraceForWalls set to true, you can input the door ar the origin index with a range of 1. You would have a collision volume overlapping the tile of the door that blocks WallTrace. If you open the door you set CollisionEnabled to false for this volume and then run UpdateTilesInRange. This will work for all directions.
As an aside, there is an issue with the blueprint you provided. The update execute pin in a Timeline executes every tick while the timeline is running. That means that in your code you add edges probably a hundred times or more. You should instead have called those nodes either before the timeline or on Finished.
For the AI I will need some more info. The AI has no way of knowing that doors can be opened, and just work with the pathfinding they calculate at the start of their turn. For them to consider moving through doors you might want to “open” all doors at the start of their turn (without animating them) so that the AI knows it can pass through them.