I have two BP pressure plates and in the eventgraph I want to make it so that when the player steps on one I named BP_PressurePlate it makes the other one appear I named BP_PresssurePlateWallSpawn. While also making BP_PressurePlate vanish and become un-interactable. Then when the player steps on BP_PresssurePlateWallSpawn I want to have the same logic except making BP_Wall appear and be interactable(collision) because I made it invisible and un-interactable. (Please don’t give me an AI answer.)
You only need 1 BP_PressurePlate, use it for both. In the BP_PressurePlate event graph you need a new variable named “OtherPressurePlate” of type BP_PressurePlate object ref. Make the variable public and instance editable. In your event graph select the mesh you’re using (or collision volume if you’re doing it that way) and in it’s details panel create an On Component Begin Overlap event (plus sign). Add your logic to disable/disappear self and appear/enable the OtherPressurePlate.
When you add this BP to your level, go into it’s details and set the OtherPressurePlate variable to the other plate you want to affect.
If you need one for exclusively the wall, you can create a child blueprint class from BP_PressurePlate and just change what you need to.
How would I connect this? Like what is the series of nodes and pins I’d use?