Looking at the knowledge-base reference for `prop_manipulator_device`, I can see it has `Enable` and `Disable` methods (and likely `HideProps`/`ShowProps` or similar). The full API snippet was cut off after `Ena...`. Based on the actual UEFN API for `prop_manipulator_device`, the correct methods to hide and show props are `HideProps()` and `ShowProps()`. using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Verse.org/Simulation } # This is our "Template" for the platform's brain. # creative_device lets us wire up editable references to sibling devices # and control them directly from Verse. DisappearingPlatformLogic := class(creative_device): # This is a variable. Think of it as the platform's "Timer" setting. # We set it to 2.0 seconds. @editable WaitTime : float = 2.0 # The trigger device that detects a player stepping on the platform. # Wire this up in the UEFN editor to a Trigger Device placed near the platform. @editable TriggerDevice : trigger_device = trigger_device{} # The prop manipulator device representing the platform itself. # Wire this up in the UEFN editor to the platform prop manipulator device. @editable PlatformProp : prop_manipulator_device = prop_manipulator_device{} # This is a function. It's a set of instructions. # It runs automatically when the game starts. OnBegin() : void = # The platform starts visible; nothing to do yet. # Loop: each iteration handles one player stepping on the platform. loop: # TriggeredEvent fires when a player overlaps the trigger. TriggerDevice.TriggeredEvent.Await() # Pause the script for WaitTime seconds so the player # has a moment to register the step before the platform vanishes. Sleep(WaitTime) # Hide the platform (makes it invisible and non-collidable). PlatformProp.HideProps() # Wait a bit longer before bringing it back. Sleep(1.0) # Bring the platform back (visible and collidable again). PlatformProp.ShowProps() # Loop back to the start to wait for the next player.