That’s expected - the reason is that we check on the 2 most common collision channels. The array you connected to ObjectTypes indicates which ones.
- you can either create a new object channel in your project settings and test for those only
- you can filter the results of Hit by object class
- you can use objects tags
Pick you poison, I’ll try to help where I can.
Also, most importantly, is every square a separate actor or you just dropped StaticMeshes in you level?
In addition, when you do break the hit, you can use object or component location instead of hit location: