Can't generate hit event if I have something else as root

So I have this actor that contains a static mesh and a destructable of that said mesh. I do it this way because the destructable has a collision based on the chunks and I need the precise collision of the mesh, so when it’s time to destroy the mesh I simply swap it with the destructable (hide the original, show the destructable, but first copy the rotation and the location).
The swap may happen when the actor takes damage or when is thrown around and the mesh “hits” someting (a wall, or an enemy, ecc)

Now the real problem is that I can’t keep the static mesh as the root since after the “swap” it can continue to rotate / move, so all the destructable chunks may move weirdly.

So my best solution should be to have something as root and the static mesh as a sibling of the destructable mesh.

So I tried with everything, a collision box, a scene,… but if I put anything as a root the on hit event stop working. Even if I don’t actually use that root. For example I tried to make the collision box really small, hide it in the mesh and even ignore any collision or overlap anything. I checked the “generate on hit event” and such.
As I said I even tried using a scene, scene does not have a collision or do not generate on hit event and yet its child can’t generate them.

This is my static mesh collision and it works everytime it’s the root of the actor.
No matter what I put as a root in place of it, it won’t work.

I mean PhysicsActor works with Physics Constraints - I use hit events only with “Block all” in Collision Presets.