How to break a platform by walking on it

Hey y’all, I’m trying to make it so that when my character walks onto (or touches) a platform, the platform breaks. Ideally, it would look something like:

→ Player jumps onto platform → Platform cracks → Platform breaks after x seconds

Currently though, I’m just trying to make it so that
→ Player jumps onto platform → Platform breaks

What I’ve done so far:

  • Used the 3rd person basic project
  • Created an actor block from the engine itself
  • Turned it into a fracture → Lowered damage threshold to 50,30,20
  • Created an anchor to keep the block floating
  • Created Master Field and placed it on the block with the following BP:


When enabled, the GC block automatically falls apart when I start Playing as intended

However, I want to make it so that the Master Field is only triggered when I walk onto it. So in my head, I’m thinking:
→ Player walks/jumps onto area with master field → master field is triggered → master field triggers block to break apart

As such, this is what I’ve come up with:

I’ve also set this as the collision logic:

My 3rd Person character has the default Pawn and CharacterMesh collision presets. The result of this is… well, nothing lol nothing happens.

I’ve tried a print string instead of “CE Trigger” and it doesn’t even print anything - which leads me to believe that for some reason, the overlap with the player pawn isn’t being triggered in the master field. Anyone know what I’m doing wrong? or if I should go about doing it a different way?

You can try to debug it with a bit less restriction. What happens if you put a print node right after the ActorBeginOverlap event? You can try to print the OtherActor name. Does that one get triggered when the player walks over it? If it doesn’t, it’s probably a matter of collision configuration in either the player or the platform.

Yeah it doesn’t print anything at all, not even like a basic “hello”. I’ve tried multiple combinations in collision configurations but I can’t seem to figure out why it’s not even reading a collision/overlap. Maybe I can use like an actual trigger box or something