static mesh help

Can anyone please tell me why this script does not work to make the stick figure turn “Invisible”
as you can see when i step over the trigger it runs properly but the stick figure still remains visible.

basically i just want it setup to where when the player runs over the trigger box it sets the visibility to 0 for the stick figure…but i need them separate so i can put the trigger at the door and across the room said stick figure will disappear all of a sudden

Please do a run over my suggestions. Also you can make the box visible in game by unchecking “hidden in game” under the box settings. Might help you debug.

I did go through your suggestion and that only makes the Box turn invisible the static mesh is untouched…i need to make a reference to the stickfigure without it being attached to the trigger…if it attached to the trigger than i can not set it up where the stick figure is across the room when the character activates the trigger…If im not making any sense please let me know.

best way i can try to describe it is like when you play a game and you walk into a room and a creature was in front of you and it disappeared right in front of your eyes.

Oh, i completely understand what you are trying to achieve. Tell you what, in case you are not able to figure this out by tommorow I will try to replicate this and help you achieve what you desire.

It is not that hard. Just on the phone right now and too much to type.

im pretty sure i wont be able to figure it out been trying for almost 2 days now…I was able to make it to where the static mesh was attached to the trigger and that worked BUT that is not what i want i need them to be two seperate functions not just one.

Ok, here is what you need to do -

By what you said and I understood is you want to create an actor which has a static mesh and a box trigger.
Now you want that you can set the location of the box trigger in your level and when your player steps inside that box trigger, your static mesh visibility is turned off(You have to set the collision to “No Collision” as well or your player can still bump into your static mesh)

→ Make a blueprint actor. By right click->Blueprint Class->Actor. I named mine “MonsterCube”
→ Open it up and add two components inside → A static mesh and a Box. You need not make the Static Mesh the root and attach the box to the static mesh.
→ Add a vector variable and call it “TriggerLocation”. Make it public, by clicking the little grey eye icon against the variable you just created. It will turn yellow.
→ This is how it should look like -

→ Inside the event graph this script -

→ Inside the construction script -

→ Place actor in your level. Set the trigger location to whatever you like, relative to your actor -

→ Play and when you walk inside the trigger. The static mesh will disappear.

After this - You can further extend the usability of this actor by making the static mesh to instanced Static Mesh and creating multiple stick figures. Also, you can just like with the location, set the scale and rotation of the box trigger too by making them public variables dynamically too. The possibilities are endless, just have to figure a logical way out.

absolutely perfect THANK YOU SO MUCH