How to fade material on trigger?

I have a destructible mesh.
When the player collides with the mesh, it breaks up into fragments and triggers the hit event.
The fragments delete after a short time.
Rather than have then just disappear I want to have them dissolve and fade out.

Here you can see a material I have created. This material does a fade affect over time.
This looks great.

The issue however is that the material starts to fade out when the program is ran and not on the hit event.

Here is the below blueprint that I thought should have had the desired effect.

So, if I run into my mesh when the program starts I have a really nice effect of the mesh breaking apart and fading away. But if I wait a couple of seconds (long enough so the material has ran through its timer) and break the mesh, it wont fade away and just disappears. This is because the material effect is finished.
I want the material effect to play on the hit event.

Does anyone know how I can solve this issue?

I would assign the material instance in the construction script, and use a timeline in the bp to control the erosion.

noise > mult > saturate > subtract (timeline parameter)

If the timeline runs from 0 to 1 and the noise is clamped in the 0-1 range then when the timeline is finished it will be faded out.

also maybe throw a print string node in there just to make sure the hit node is firing at the expected time.