Seems like there is some confusion about the workaround. Sounds like you’ve got something working, but I just set this up to be sure.
The concept is that the creature spawner is “listening” for the OnExploded
event of that particular explosive, and will destroy itself when that happens, similarly, the Switch (Substitute this with Increment tracker) is listening/triggering on the same event.
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Agreed that you can do a lot in a short time with UEFN, I also love how easy it is for other people to experience what you create. (Here is a 12-digit code vs “download this exe, please ignore virus warnings”)
Post the code here once you’re published and I’ll give it a play!