# Source URL: https://dev.epicgames.com/documentation/en-us/fortnite/lights-and-bridges-03-trigger-component-and-triggerable-child-classes-in-fortnite
# Local doc: epic-docs/documentation/en-us/fortnite/lights-and-bridges-03-trigger-component-and-triggerable-child-classes-in-fortnite.md
# Section: Triggerable Mesh Component
PerformReverseAction<override>():void =
if (MeshComponent := Entity.GetComponent[mesh_component]):
if (MeshComponent.Visible?):
set MeshComponent.Visible = false
set Triggered = false
Verse Library
verse
08 Triggerable Mesh Component
Hides the parent entity's mesh component and resets the trigger state when reversed.
extracted-snippets/documentation/en-us/fortnite/lights-and-bridges-03-trigger-component-and-triggerable-child-classes-in-fortnite/08-triggerable-mesh-component.verse