Using Timeline for DoorBP

It does. Actors do not process input (not by default). And they should not process it 99.9% of the time anyway.

Think of what would happen if you put 10 doors in the level and used the Interact action. Which door should open? All of them? One? Which one then?

Input processing belongs in the pawn or the pawn’s controller. It’s the player who should handle button mashing, not the door. Once the player invokes Interact, we need to send that message to the desired actor so it can act.


use the timeline in UE 4.27 to create an animated door when the interact key is pressed.

How do we know which door to open?