No, i have not found anyway to move a Chaos Actor. However there is a way around this problem.
What you basically must do is to use SpawnActor function to spawn in a blueprint containing the the Geometry Collection Component which will be replacing you actor that is to be destroyed.
So you need to create a blueprint that has a Geometry Collection Component, where you choose the chaos actor to be played when the actor gets destroyed.
When you spawn in the chaos actor you can simply hide the actor that has been replaced by the blueprint containing Geometry Collection Component.
An example of the SpawnActor functions is:
// Get the transform of current actor we wish to replace with a Geometry Collection Component
FTransform Transform = StaticMeshComponent->GetComponentTransform();
// Spawn in the Geometry Collection Component where the actor is that you wish to destroy
AObjects* Object = GetWorld()->SpawnActor(GCC, Transform);
where GCC is in the .h file:
TSubclassOf GCC;
In GCC you choose the blueprint containing the Geometry Collection Component (chaos actor).
I might have explained this rly bad. I can make a yt video explaning it if its not understandable.
Cheers!