Oh, no need to apologize. I'll apologize for not speaking your first language. That makes us even. OK? :-)
I can open your blueprint, but the assets, even after I fix the names, still don't show up in the box in Viewport and I can't drag/drop them from the Skrin listing into the box, either. The manipulators are there for each item in the list, but I think that's because the references for the assets are under Skrin in the list already.
I'm just guessing here, but I think I need your map too. If the whole project, map, blueprints, assets were in the original project places, I wonder if things would go smoothly. What if you zip the entire project folder for transfer?
Tried moving closer to the wardrobe, but that had no effect. I know I don't have things where they belongs, so that's the reason things aren't working.
I've noticed that others use animation clips to automate asset actions. That's a good idea. Also, I like the FirstPerson template's method of identify which item will move. It uses a crosshair as the trigger. Whatever surface the crosshair is on is the asset to be acted upon.
I've made the character's mesh invisible and added the headlamp, which could be turned into a red laser pointer, but the crosshair works fine too. Eventually, I would like to convert the projectile to just a 'remote control' for automated furniture. I think I can manage that, but truly this is not the way I remember programming C++. LOL! Whatever happened to the old 'IF THEN ELSE' statements??? :P