Why is my Door Blueprint ingoring inputs?

ShaunOfTheN00bs
Sat, 12 Jun 2021 14:53:30 +0000
UI

I wanted to implement a door that can be picked open via UI widgets and function like a basic open/close door. However, the first iteration of the code was bugged in that it would not completely remove the widget, i.e. my interact key would not open and close the door but rather start the timer widget I implemented again, even after I use a “remove all widgets” node. A friend suggested destroying the pickable door BP and spawning my regular door BP instead.

This advice worked, but now the current version of the blueprint does not cause the newly spawned door to execute, as if it’s bugged and does not acknowledge the switching of triggers. Is there something missing from my code, or is it just that the BP has become massively bloated and over-complicated by my friend’s suggestion?

Attached are screenshots of both my door and my first person character BPs for references

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