Sorry for the glitchy videos.

Before following this guide please follow the guides below.

https://defusestudios.com/sgk-v2-fixed-locks-not-attaching-to-upgraded-build-parts/

Go to the BP_WoodWindowShutters and copy the video below, then save and do the exact same thing in the BP_MetalWindowShutters.

Next go to the BP_CodeLock and select the support component and add to the Supporting Build Parts setting the Window option like the image below.

Next go to the BP_WoodWindowShutter blueprint and create a new variable called InteractedPlayerInventory and set its variable type to BP_PlayerInventory.

Add the highlighted nodes shown in the image below, location at the top of the image.

Next go to the BP_WoodWindowShutter blueprint and create a new function called CheckLocks and add a new output called AllowOpen and set its variable type to Boolean.

Add the highlighted nodes shown in the image below, location at the top of the image.

Next go to the BP_MetalWindowShutter blueprint and create a new variable called InteractedPlayerInventory and set its variable type to BP_PlayerInventory.

Add the highlighted nodes shown in the image below, location at the top of the image.

Next go to the BP_MetalWindowShutter blueprint and create a new function called CheckLocks and add a new output called AllowOpen and set its variable type to Boolean.

Add the highlighted nodes shown in the image below, location at the top of the image.

Next open the SM_WindowShuterL_Wood_01 and copy the video below. All that is done is the collision is scaled a little to allow for interaction with the lock.

Next open the SM_WindowShuterL_Metal_01 and copy the video below. All that is done is the collision is scaled a little and rotated to allow for interaction with the lock.