Door timelines/triggers stop working after unrelated actor is destroyed

So I’m trying to make a level for a school project, the basic premise being that the player collects keys to open doors, as well as idols scattered in secret locations. The issue is, every time I pick up a key/idol, the doors stop functioning. After looking at the blueprint sheet during gameplay, the trigger boxes for the door don’t appear to be registering the character overlapping them after a key/idol is destroyed (along with its trigger). I’m still new to UE4, so if any master scripters have any ideas what the issue is, I’m all ears.

Well, I fixed it, I left the trigger volumes in for each key/idol and put a “doOnce” node in so it would stop giving me errors. No idea why destroying one trigger volume would affect another unrelated one, but maybe there’s something I’m missing, or it’s just a bug. I’d appreciate any insight.

You don’t appear to specify which actor to destroy when you are collecting keys and idols. You might want a reference to your trigger volumes in there or just plug in the overlapped actor.