Conditional Blueprints

Hello, I’m sure this is really easy to fix, but i’m new to blueprints.

Basically i have an object linked to an animated matinee event, lets say its a window, it just moves up and down when the player dictates it. What i want is the player to move into a box trigger near the object, then when inside the box trigger, they can press “1” for example and the window raises, when they hit “1” again it closes, but only when they are inside the box trigger.

So essentially i think i need it have a blueprint that states when the player is in the box trigger AND presses “1” then trigger the matinee animation. At the moment i cant figure out how to make it conditional for both, i can only get it to trigger when the player is in the box trigger OR when “1” is pressed, not both. Can anybody help with this? Here is what i have so far:

One method would be to open/close a gate depending on the state of overlap with your Player(whatever name you have for that actor) and Trigger(again, whatever name you’re using).

What I did here was first check that the overlapping actor is class “Player”, and then Open/Close a gate based on Begin/End Overlap, respectively. Now, when “1” is Pressed, it’ll attempt to go through the gate before reaching the FlipFlop which determines the Play/Reverse of the Matinee actor.

Also, the input should work fine in the Level Blueprint. Anything else besides that and the PlayerBP/Controller, and you’ll to replace “1” with a custom event that gets called when “1” is pressed in one of those other BPs.

Hey! Thanks for responding. I tried to set up the blueprint in the exact way you mentioned, but it didnt seem to work, ive posted an image below, can you see if ive gone wrong anywhere? also, the node that is linked to the triggerbox overlap, was that an equal node (object), wasnt sure if i was using the correct node for that.

Thanks

Is the name of your player blueprint actually “Player”? I only used that as an example.

yup thats what i named the player blueprint, i selected it from the dropdown menu, pretty sure its the correct blueprint.

Hi Again, so i managed to figure out the problem by researching online and using your blueprint as a template. This is what eventually worked:

Thanks for your help.

Shoot! I actually did make a mistake in my original answer. Apologies! What you should be doing is checking that the overlapping actor has a class of Player. Careless mistake.

I updated the answer to reflect the change. Also gave a bit of advice on input. You should definitely not have to be messing with enabling/disabling input.

The updated answer might make your response look weird, so feel free to edit yours or delete it or whatever. I’ll go with whatever you do to make this thread look normal :slight_smile: