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Sorting collision boxes to static mesh or function

Hi guys I would like to ask how to manage morecollision boxes in one blueprint. In my case, I'm trying to set the door's wings. This is not a problem for one door. It's simple, when the collision box starts overlapping, then I'm able to rotate with the door. But I would like to prepare in this blueprint more doors to open. I do not know how to sort the collision box to static mesh or function. When I set all the collision boxes, and all the different doors it doesnt work. In this case, I'm opening all wings together and it does not matter in which collision box I'm standing. I need to open that door which belongs to the collision box. Thank you for your replies I post here screenshots with blueprint for better understanding.

Product Version: UE 4.20
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01.png (189.1 kB)
02.png (337.1 kB)
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asked Feb 27 '19 at 02:11 PM in Blueprint Scripting

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Antigone713
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avatar image Nebula Games Inc Mar 01 '19 at 04:29 AM

?? Super confused, thought your blueprint pics would help, opened those up got more confused. Of course it doesn't matter what collision box you're in because they are ALL hooked up to enable input. Also, you have a branch node before your timeline that is dependent on a variable set by the timeline....that is an odd setup. What exactly are you trying to do...in words, not code. Give me a step by step of what you would like to happen.

avatar image Antigone713 Mar 04 '19 at 07:18 AM

I am sorry about that. My post is seems to be a little bit confused. Ok, generely. I want to have four doors in door frames, and it should be able to open. I have trouble with door frames, because I have them like one object. One static mesh. So I convert them to editable blueprint and then I add more meshes like door wings. Afther that I recieved Blueprint with one default scene component (door frames, all together) and four separate door wings, like four meshes. And now, How to set collision boxes to each door wing, to be able open them. Thank you, for your respond.

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