# 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: TriggerableComponents.verse
using { /Verse.org/SceneGraph }
using { /Verse.org/SceneGraph/KeyframedMovement }
using { /Verse.org/Simulation }
using { /Verse.org/SpatialMath }
EnabledToolTip<public><localizes>:message = "Whether or not this component is enabled."
triggerable_mesh_component<public> := class<final_super>(component, triggerable):
<# Triggerable interface #>
# Determine the initial triggered state of this component
SetInitialTriggeredState<override>():void=
if (MeshComponent := Entity.GetComponent[mesh_component], MeshComponent.Visible?):
set Triggered = true
PerformAction<override>():void =
if (MeshComponent := Entity.GetComponent[mesh_component]):
if (not MeshComponent.Visible?):
set MeshComponent.Visible = true
set Triggered = true
PerformReverseAction<override>():void =
if (MeshComponent := Entity.GetComponent[mesh_component]):
if (MeshComponent.Visible?):
set MeshComponent.Visible = false
set Triggered = false
PostTrigger<override>():void =
if (PuzzlePiece?):
Event := triggered_event:
Triggered := Triggered
TriggeredEntity := option{Entity}
Entity.SendUp(Event)
Verse Library
verse
20 Triggerablecomponents Verse
Implements the triggerable interface to toggle mesh visibility and handle reverse actions.
extracted-snippets/documentation/en-us/fortnite/lights-and-bridges-03-trigger-component-and-triggerable-child-classes-in-fortnite/20-triggerablecomponents-verse.verse
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