How do I make a raycast activated door(No trigger volume) open Away from the player?

Hello UE4 community, I’m a newcomer and have run into a stump, hopefully I have described my grievance in a coherent way below.

So I have a functioning door(It’s own actor blueprint) that is activated by a ray trace generated by pressing E within the Character blueprint but the problem is I want the door to open in the direction the player is facing, I figured the best way to do that would be to do some vector math like this which I found in another post

^ This is the vector math I tired but from here I’m at a loss because it seems to only produce a false value every time.

  1. What do I plug into as the target for the “GetActorLocation” inside the highlighted comment? It think this is the cause of my issue, I tried getting a “MyCharacter” blueprint reference but it didn’t make a difference.
  2. List item

[EDIT] I got this to function properly, and the doors DO open away from the player using the branch method you see in the last screenshot, but the problem now is that when I walk into a room and close the door, it starts the opposite direction’s reverse animation timeline, so the door teleports back there and then shuts, that’s the current state of things.

Character Blueprint ^ for the ray.![alt text][3]

Door blueprint, functionality.

Lastly assuming we can get the Vector math to function properly and crate a True/False based on what direction the player is facing in relation to the door, where would be the best place to plug that into my door blueprint? should I create a duplicate of the entire thing and plug the True/False to separate respective branches like this?

Or put it somewhere just before the timeline (Which if I’m correct, is really the only thing in the blueprint that needs to change respective to the player’s forward vector) [EDIT] It’s working as described in the above screenshot, the door now opens in the direction the player is facing, however due to how I simply duplicated the branch it decides the other brand to close it as I walk into the room and turn around, I’m currently working to fix this.

PS: I’d also be happy to take any Criticism pertaining to my Blueprints, if there is a better way to do It I want to hear about it.

Well I have come up with a working solution, that’s “relatively” not ridiculous. Let me know what you think. Hopefully it might be able to help someone out down the road.

^ That’s my entire door blueprint, if you want to recreate it just add what I have in my character blueprint into yours and it should work.