What is the most efficient way to call custom events?

Hey guys,

What I’m basically trying to do here is use a lever to raise a cube. I’ve already created the blueprint for the lever and used timline to create a short animation for it. As you can see it activates when ‘E’ is pressed and it works just fine .

Now I’ve created a blueprint for a door and have used the same technique to create a small animation for it (moving up and down) .

What I am trying to do here is create a custom event for the door and activate it when I press the E key near the lever (while the lever animation activates it triggers the animation for the door) , but unfortunately nothing I do seems to be working.

Can you tell me what is the most efficient way to do this?

PS: [Even this solution hasn’t helped me][3]

Why do you not bind the E input event? I just see a MineCustom event.

how does that work? how do i go about implementing it?

@hokage naruto - I’ve done as you mentioned

one thing out of event begin play in your door bp add a node enable input and out of player controller add get player controller
see door1

out of E input event drag pin and search for your custom event (mineCustom)
but I’m getting an error for this one - lever1

out of E input event drag pin and search for your custom event (mineCustom) and one thing out of event begin play in your door bp add a node enable input and out of player controller add get player controller