How do I use the trigger volume of one class blueprint to affect another class blueprint?

I’m new to all of this, so I don’t know if I’m going about things the right/best way. What I’m attempting to do is open a door using a trigger on a separate object. In the picture below the pillar at the top of the stairs has a trigger volume attached to it. What I want it to do is activate the door, when a key is pressed, so it slides down and slides back up again a few seconds later.

I’ve been on it all day and all I’ve successfully done is confuse myself. I can get things to work when the trigger volume affects the actor in its own blueprint, but for it to work the way I want I need to be able to adjust the vector of the trigger volume which I can’t seem to do. e.g. Give the the door itself a trigger volume and move it over the pillar. This must occur for several different doors in the level with pillars in different positions.

I hope this makes sense. The only work around I can think of is to not create a class blueprint for these and do them all individually, but given the amount of doors I could have on any given level, it seems to be a rather inefficient and cumbersome way to go.

Hey, not sure whether you got this working or not, be here is how to get it working. Create an instance of the class you want to reference i.e. spawn it in at run time, then make it a variable. You can then access everything within that class through the variable you create that holds it. Hope this helps, if there are any issues please message me so i can explain in more detail :slight_smile:

I think this video will help you. There all about trace the actor hit, to activate some buttons and interact with blueprints. It works fine for me.

Thanks, I’ll look into it and let you know how I go. =)

Thanks, but mine is a third person game and the video only explains things for the 1st person situation. I was hoping to apply what the guy in the video was saying, but it doesn’t work for my situation unfortunately.

Finally got it! It’s a bit involved so I think I might create a tutorial and add it here later. The good news is that it is possible and it cuts down the amount of visual script that could potentially clutter your level blueprints. Could not have done it without the help of community tutorials and the official ones. An idea for over here and another from over there, put all together with a bit of trial and error got me there in the end. =D

I managed to figure it out, so I thought I’d make a video explaining how it is done. It’s quite lengthy, but I take my time and explain what I’m doing as I go. I tried not to go too fast so people can easily see what I am doing and not get confused because the process is a bit involved. Once you make a couple of them, you’ll be able to make them quite quickly.
Here’s a link to the wiki page: Door And Switch Blueprints Tutorial

Please feel free to offer your thoughts. I’ve only been doing this for a few weeks and would appreciate the feedback.
Thanks.

@FortuneStudios You were right about that variable. I finally got there in the end. =)

@Ermahgerd_Lulz, No problem. Glad I could help.