Hello. For the moving grate part, I did this initially in a different way.
Rather than use the Level Blueprint, I set a UPROPERTY in the trigger variable for which door to open and set it as AActor* and then I assign the door that I want to move there.
I’m not doing SetMover in the blueprint but rahter getting the actor that has the mover and then setting the mover in the C++ code
Both are valid but I wanted to ask if my approach has some drawbacks to it.