Procedural Mesh doesn't seem to be creating new component after being sliced

Hi Folks,

I have set up a procedural mesh cutting mechanic (or the basics of it anyway) The player is capable of cutting the initial mesh however after the mesh has been cut and there are 2 parts left (part A & part B), only part A can be cut, likewise, if you cut part A then it will spawn Parts C & D and only Part C can be cut (and so on and so on)

A basic description of the functionality:
If the player holds down the Q key then the cutting plane will appear (this is just a plane object), anything overlapping with this plane that is a New Pro Comp Object is then pushed back into the CuttingObjects array. When the player presses the Left Mouse Click anything within the array will be cut at the angle of the cutting plane. Player SHOULD be able to keep cutting pieces, but is currently unable to do so.

This is where the objects are pushed back into the CuttingObjects array

This is the blueprint that handles the cutting

SliceMe is a function, pictured below.

Here is a quick gameplay video showcasing the behavior I’m talking about.

It’s worth noting that this blueprint which I got from this unreal tutorial is working totally fine.

Any idea on what’s going wrong would be GREATLY appreciated as I can’t figure out what I’m doing wrong.