blueprint interface not sending message after branching is "false"

Hello,
I am trying to highlight an door, then once highlighted, change its material by hitting a key, and when not being highlighted, not being able to modify anything. in short:

highlight when ray hit is true
no highligt when ray hit is false

I managed to enable the highlight when the ray hits, but then it remains even if I look away. So I thought about turning off the highlight on ray hit = false. This bit is not working.

I am using the method described here:

I manage to have the trace hit (true) to send a message through a blueprint interface to my door blueprint and print a string. However, wiring the exact same set of nodes to the branch (false) does nothing.

Alternatively, I will be happy to only use the true branch, and to print the string as long as my ray hits my objects, however, once the enable input is on, it doesn’t come off when looking away.

I have debuged it with “print string” before and after the send, and every piece works on its own, but not together.

This older post is related to my issue, but not specifically on true/false issue

https://forums.unrealengine.com/archive/index.php/t-1393.html

Posting the fix here if someone else has the same issue.
Won’t need the branch “false”. I just put a timer on the blueprint being looked at ant it works this way. It solves the problem of my highlight “sticking” on to the object once it had been looked once.

This is how the blueprint of my door looks like.