So, i have my doors blueprint set up so the player can open it and close it, pretty straightforward. But i also want the enemy npc to be able to open the doors, but not close it. So i reused the same nodes for when the npc overlaps the door trigger, it will play the same door opening animation, except i removed the ability to play the timeline in reverse (i.e. door closing).
But for reasons i don’t understand, it plays the open animation even when i leave the door open, when the door should just stay still, and only open if it’s not already open. I used the same if-statement for both the player and npc events to check the door rotation, so it should know when to open/when to close.
The closest i got to making it work was by setting up the rotation of the door as a custom event and executing it once the player interacts with it or the npc overlaps its trigger, but i can only use the same event for both, so the npc will open and close doors just like the player which i don’t want. If i try to make a duplicate of the event just without the door closing and execute it, it will make the door open when it’s already open as i mentioned above.
Can somebody advise me on how to fix this?
For reference, the top image is for the player, the bottom one is for the npc, they’re exactly the same so they should function the same just with different triggers, right? Or am i not supposed to duplicate within the same blueprint?
Thanks in advance for any advice!
Edited for better format/clarity.
