Setting visibility after interacting with a another actor?

how is this interaction going to work?
will say a character be within a certain distance of the BridgeSection?
will there be some kind of click event?
will there be a button pressed somewhere else?

you can solve all of these individually or you can have them all solved together.
for example if you had a BP_Interactable that BP_BridgeSection inherited from where BP_Interactable just had some functions Like InteractOn() and InteractOff()
then in your BP_BridgeSection you would override these InteractOn() and InteractOff() to change the Visibility.
through a system like this you could also have a BP_ReadableSign which when its InteractOn() is called you could display a text box.

to call the function for example when an Actor is close to it would be through an OnOverlap_Event, while if the user say uses the InteractButton on them it would just call the same InteractOn()

if the Interact is to point at the object and use the InteractButton you would fire a “line trace for Objects” then test (“Cast To”) the “Hit Actor” against your BP_Interactable (pull the pin out of “Actor” in the “Hit result” and type “Cast To” then start typing the name of your class or parent class if it doesn’t show up then check your spelling is consistent, and/or turn off “context sensitive”) out of the ‘successful’ then call InteactOn().
this way you would get something a lot more reusable in this project and maybe future projects. you also save the potential weight of Hard references in your blueprints.

if you want to look further into this it would be “unreal engine blueprint interfaces”