Triggering door blueprint from a fuse box

really need some help with this fuse box blueprint? what I want to do is to make the lab door open when all fuses are in the fuse box, the blueprints that you see in the video are the door open and fuse box blueprints

1 Like

It seems very complicated. All you need to do is count the number of placed fuses. When it equals the correct number, call open on the door :slight_smile:


I feel confused I tried to implement the method you stated by using == it didn’t work, and I tried this way, and it still didn’t work I’m sure I’m missing something important

1 Like

Your isvalid isn’t connected to anything?

:joy: so crazy thing happened I found a fix hopefully it helps someone out. On the completed node of the for each loop I saw that the open door was being printed twice so I added a do once node followed by the rest of the code, but I found that the main problem is after referencing the lab door in the fuse box I had to make it instance editable and have to choose the actor from the editor scene so hopefully I explained it well enough to help someone

1 Like

yeah, I only placed it because of an error I was getting seems the code never really needed it but thanks for the help I’m sure it was your advice that gave me the idea to try this code

1 Like