How to reset an triggered event after end overlapping inside a box collision?

Ahh the interactable destructible door.

One approach is to take the mesh and break it up into destructible pieces (fragments). Create an Actor class (e.g. Door). Add a box collision component that represents the door as a whole. Have it ignore projectiles and anything else that can damage the door pieces. Add sm components as child of box collision. Assemble the fragments to form the whole door. Each fragment having it’s own collision.

Open/close interaction will utilize the box collision. It moves the fragments move with it. Projectiles will dmg door fragments. On enough dmg hide & disable or destroy the sm component fragment, spawn fx etc.

When all fragments are destroyed, disable the box collision, or destroy the door actor (server side).

If you want dmg + penetration you’ll need to spawn a new projectile at hit or use overlap detection on the door.