Timer Device Verse Help

I’ve been trying to make a timer device disappear in-game. Want it to go invisible on a button trigger, then show back up after 5s. I feel like I’m close but can’t seem to get it to work, I’m sure the answer is obvious but been trying this for days and getting demotivated any help would be greatly appreciated!

This is my code

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

GameManager_v2 := class(creative_device):

    @editable
    CountDownTimer1v1:timer_device = timer_device{}

    @editable
    TriggerDelay1v1:trigger_device = trigger_device{}


    OnBegin<override>()<suspends>:void=
        TriggerDelay1v1.TriggeredEvent.Subscribe(OnTriggerDelay1v1)

    OnTriggerDelay1v1()<suspends>:void=
        CountDownTimer1v1.Hide<public>():void = external {}
        Sleep(5.0)
        CountDownTimer1v1.Show<public>():void = external {}

I am obviously still tryna navigate this verse stuff, but that makes sense - on the trigger, it should hide itself wait 5 seconds then show itself again

also the prop manipulator device but it does not work on the timer device

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

GameManager_v2 := class(creative_device):

    @editable
    CountDownTimer1v1:timer_device = timer_device{}

    @editable
    TriggerDelay1v1:trigger_device = trigger_device{}


    OnBegin<override>()<suspends>:void=
        TriggerDelay1v1.TriggeredEvent.Subscribe(SpawnFunction)

    SpawnFunction():void=
        spawn:
            OnTriggerDelay1v1()  #we need to spawn <suspends> functions

    OnTriggerDelay1v1()<suspends>:void=
        CountDownTimer1v1.Hide()
        Sleep(5.0)
        CountDownTimer1v1.Show()

oof I was really close if that was it! unfortunately got a “This function parameter expects a value of type” in which i fixed with SpawnFunction(Agent:?agent):void= but the hide and show is flagged as unknown members even tho I got the string -

# Makes this device invisible.
        Hide<public>():void = external {} - 

Directly from the Timer device in their digest.
could be a bug?

do you know if theres a .transform.opacity[0] type function? been searching and experimenting with null results

full code again here if anyone see’s this and wants to share ideas

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

GameManager_v2 := class(creative_device):

    @editable
    CountDownTimer1v1:timer_device = timer_device{}

    @editable
    TriggerDelay1v1:trigger_device = trigger_device{}


    OnBegin<override>()<suspends>:void=
        TriggerDelay1v1.TriggeredEvent.Subscribe(SpawnFunction)

    SpawnFunction(Agent:?agent):void=
        spawn:
            OnTriggerDelay1v1()  #we need to spawn <suspends> functions

    OnTriggerDelay1v1()<suspends>:void=
        CountDownTimer1v1.Hide
        Sleep(5.0)
        CountDownTimer1v1.Show

edit: upon further research and trial and error, it seems as though I was looking at the Timerbutton device in the digest and the actual timer doesn’t have a Hide function…

switched to trying to code a billboard to count down from 3 but billboards update really odd and it is never accurate/

teleporting it below the map might be the play if I can figure that out

I forgot that a trigger outputs a ?agent, because you do not know whether its triggered by an agent. Here’s how to convert it to an agent:
Spawnfunction(Agent:?agent):void=
If (MaybeAgent := Agent?)
spawn:
OnTriggerDelay1V1(Agent)