I’m trying to make a locked door that requires a key to be opened so I have a door blueprint that contains a Boolean called “Has The Key” and a chest on my level that spawns the key item blueprint when opened and when you interact with the key it casts to the door blueprint to set the “Has The Key” Boolean to true but for some reason the cast always fails and I can’t figure out why
Now the chest knows which door from the level we meant, and it can pass that value to the spawned key in screenshot #2.
I wouldn’t script it like this, just following what you needed. Seems overly convoluted to me at this point but… you may know more about what you need further down the line so it may be necessary, ofc.