Alternative to get all actors from class for Door blueprint and transform to position of multiple instances of the blueprint

I have a door blueprint which has two trigger boxes and a third one which acts as a collision, in the player BP I call all of the actor classes (of the Door blueprint) and then lerp vector and rotator transform to the desire arrow location in the door bp depending on which side the character is standing in and also play the animations in regards to that.

The problem is, when I have two instances of the same door the character would just lerp/teleport smoothly to the other door not the door I’m standing near, how can I fix this? is there an alternative to get all actors from class? this is the only work it works… partially.

Thanks in advance!

Here are some screenshots of my blueprints:

Thanks a lot, that really worked you’re a life saver.

Without changing more of your setup Id recommend setting the “door” actor ref in your player bp when you cast to it from the “doorBP”, thus removing the need for the get all actors node. (witch you realy should avoid when you can, it can get very heavy).

drag out from the “as PL00” node after your cast → set “door” actor variable → create a “self” reference node in doorBP → set “self” as “door”.

(a more “hacky” and not recomended way is to check the distance to each door after your getAll node using a forEach loop - note not recommended).

// I would however advice to add more safety to activating your door functions then relying on a bool set by overlay events, for example making a function that checks if you are inside the “active area” of a door when you press the button, and also to reset the functions and clear all bools/refs when you are done. The reason for this is to remove the possibility that you still have variables set after walking away from a door, relying on end overlap could bite you when you add more complex events.