Make a static mesh invisible

I cant figure out how to setup a blueprint to allow the character to walk over a “trigger” and then the character “Static Mesh” that is in front of him disappear.

this seems so simple yet i cannot find a solution.
I have been google searching for hours now.
please anybody

get static mesh and use the node set visibility

(you may need a line trace if the object is not always the same to find / cast to it)

1 - Create a blueprint and add 2 components: Static Mesh Component and Box Collision.

2 - Set the collision presets on the Box Collision to overlap only pawn.

3 - Set the Box Collision position in front of the static mesh

4 - On the event graph, create a listener to Actor Begin Overlap (Right Click → type beginoverlap) and use the node Set Visibility (right click → Set visibility)

5 - Leave the boolean checkbox unchecked

6 - Put the actor on scene and press play to test it

how would I setup a line trace?

I figured it out at first it ddnt work but i ddnt bring in the node for the static mesh…
this works not exactly what i wanted but i will make it work to my game.

is there anyway to make a triggered event that doesnt attach the static mesh to the trigger box for example…

the player walks into a room and and way in the corner a light will disappear?

so that way i can move the static mesh where ever i need and the trigger will still stay in the doorway