Okay… I’m not sure why this doesn’t work, and it’s probably something really stupid that I’m overlooking.
I am trying to make a door that displays text as I walk up to it, and then I press E and it opens. However, if it is already open, I want to press E and have it close.
The only problem is… When I press E, it doesn’t do anything.
However, the reason I know that it’s an input problem, is because… well…
Let me show my blueprints.
It’s nothing extravagant. On begin play, it gets the initial rotation of the door. I have a collision box around the door. When I overlap that box with my pawn, it displays text. If the door is open it says to press e to close, and if it’s closed it says to press e to open. It also enables input so pressing E should activate it.
The second screenshot shows what happens on the end overlap. It basically makes the text nonexistant and then disables the input so I can’t affect the door anymore.
Then there is the section about pressing E. It checks to see if my pawn is overlapping the collision box around the door. If I am it checks to see if the door is open. If it is not, then it should go through the animation to open it.
Now… the reason I know it’s an input problem. I can take the “on component begin overlap” node, and use it in place of the E node, and it will auto open as I get close, and auto close when I go near it again. For some reason, Pressing E doesn’t activate it though and I have no idea why.