I should add, though, that if you really want to use an invisible Actor, you just use the Create Actor block (instead of Create Region) and spawn it at the exact spot in the gap between the top and bottom parts of each obstacle. (Make sure you destroy it when it goes off screen.)
You would follow the same logic as in the Behavior above - just detect which animation you're using and then make sure you set the Y position of your invisible Actor so it fits between the gap.
Edit:
The downside to using an Actor rather than a Region in this case is that you're using your invisible Actor just like a Region - and a Region is basically just an invisible Actor. When you make a region using the Create Region block, you're setting the Region's dimensions and its collision (hitbox) size all at once. If you use an invisible Actor instead, you have to load a placeholder graphic, make it a sensor, then set its collision box, etc. You would also need to make a separate invisible Actor that fits in the gap between each obstacle (and go through all the steps required to set it up), which gets tedious when you could just calculate the gap opening and make a Region that fits each obstacle gap instead.