You call it yourself when you finalise drag - not sure how you want it to work.
- mouse button going up can be the trigger
- perhaps there is a slot / special place trace detects - that could be the trigger, too
- or maybe the chair can have overlapping collision and hit another collision volume, this could terminate the drag and set the proper collision
- you could evoke it when the drag gets
Cancelled - you could add a reference to the spawned actor to the drag operation as payload and have
onDropset the collision, like in the example above:
The drag operation knows which actor it is dragging, so it could:

