Enabling trigger(s) on another trigger activation

(Only read this if you want to know what I want to do in context)

So what, in game, i’m trying to do is get the player to move onto 3 different platforms before the door will open which has an elevator which will move them to the next floor. This is whole part of the game is just to get the player familiar with moving around the game, completing objectives in order to progress, and how a voice which will be talking to you will react when you either follow, or not follow their instructions. The last point however is not important right now since I’m just trying to get the core gameplay working.

(Actual Question)

How would I make it so a number of triggers are disabled at the start of a level, and then enabled when the player activates another trigger?

What I want to do is have the player enter the trigger I marked (1), then, and only when the player has overlapped this first trigger, the second trigger, numbered (2), becomes active and the player can now “trigger” this trigger to move the object out of the way so they can get to the final trigger (3) which brings them to the next level.

and yeah, again trigger (2) needs to be disabled when the level loads as I want the player to be able to move onto it and nothing happen, and so they go back and activate trigger (1).

Simply enabling and disabling trigger (2)'s collision would also be fine if it’s easier to do than other ways since this game isn’t going to venturing out into much more complicated territories, and will only have the player moving around the level.

You can disable collision of 2 triggers in editor, by doing this in editor

and after that, enable them one by one like this

Ah right, I needed to work back from TriggerBox2 towards Set Collision Enabled.

If anyone else is reading this thread, make The TriggerBox2 reference first(blue node), then drag off that to create the Collision Component Node, then drag off that to get the Set Collision Enabled Node. Doing this the other way or trying to get Set Collision Enabled by dragging on OnActorBeingOverlap and you won’t be able to find the nodes you’re looking for.

One other thing I wanted to ask, say you had a trigger(Trigger X) that was active in the world, and on another triggers(Trigger Y) activation you wanted Trigger X to no longer work, how would you go about doing that since there is no “Set Collision Disabled”?

You use the same node, but instead of “Query only” set “No Collision” on needed trigger.

Thanks so much, everything is working how I needed it to now.