To create a simple puzzle with the prefabs from the previous step, follow these steps:
Navigate to the folder in the Content Browser containing your prefabs.
Add the following prefabs by dragging them into the level from the Content Browser:
1 Prefab_PuzzleManager
2 Prefab_Trigger
2 Prefab_TriggerableLight
1 Prefab_TriggerableMovingMesh
Hierarchically structure them as follows in the outliner:
Add two Volume Creative devices to the level by navigating to the Content Browser and searching for Volume, then dragging them into the level. Rename the volumes TriggerVolume1 and TriggerVolume2.
Move the TriggerVolume1 to overlap one of the Prefab_Trigger prefabs and scale it appropriately. Do the same for TriggerVolume2 with respect to the other Prefab_Trigger.
Set a reference to TriggerVolume1 on the relevant Prefab_Trigger by selecting the relevant Prefab_Trigger in the Outliner, navigating to the Details panel, and choosing TriggerVolume1 under the trigger_component.
Repeat the previous step for TriggerVolume2 and the other Prefab_Trigger.
On the Prefab_TriggerableMovingMesh:
Set the first child entity Forward scale to 2.0
Set the second child entity Left scale to 4.0
Uncheck the PuzzlePiece checkbox.
Result
The puzzle is now solved when the player lights both of the triggerable lights by standing on the trigger planes. When both lights are turned on, the Prefab_TriggerableMovingMesh is triggered to scale up in size and the puzzle is solved.
On Your Own
Here is a more complex example of what these components are capable of with custom meshes created with Modeling mode in UEFN and changing the materials on those meshes. This puzzle uses the same prefabs as the simpler puzzle above, but with custom materials and meshes for the pedestals, lights, and bridge.
And here is another example that can be created using the Prefab_TriggerableMesh and chaining the two puzzles together: