How on God’s green earth you figured this out, is beyond me but Thank You!
Thanks.
It Worked.
This worked on me, thank you
Great workaround, thank you! I didn’t know that updating GeometryCollection collision settings doesn’t work (tested it and it still doesn’t, and will make your pawn bounce around if it collides with pawns by default) - this works nicely for me. I set the GeometryCollection to visible, destroy the Static mesh (in that order so there’s always a mesh on screen), then apply impulse to the mesh with strain to apply chaos - thanks!
You cannot reliably change collision response on a Chaos Geometry Collection after it fractures using normal Set Collision Response calls. Once broken, the physics proxy controls the pieces and component level changes are ignored.
After the break event, either disable collision entirely with Set Collision Enabled to NoCollision, or switch the object type to a custom channel that the player ignores.
If you need per fragment control, handle it through Chaos fields or per particle collision settings, not standard component collision functions.