The GeometryCollection simulation no longer works correctly when updating the collision profile of another actor's component.

Hello everyone,
I just got into some trouble with GeometryCollection.
During an actor death I spawn a new AGeometryCollectionActor to handle the destruction of the mesh.
I use the following code :

// Disable ProxyMesh
ProxyMeshComponent->SetVisibility(false);
// ProxyMeshComponent->SetCollisionProfileName(TEXT("NoCollision")); // Disable for now because it somehow blocks the GeometryCollection physics

// Disable HurtBox
HurtBoxComponent->SetCollisionProfileName(TEXT("NoCollision"));

// Spawn GeometryCollection
GeometryActor = GetWorld()->SpawnActor<AGeometryCollectionActor>(AGeometryCollectionActor::StaticClass(), ProxyMeshComponent->GetComponentTransform());
UGeometryCollectionComponent* GeometryCollectionComponent = GeometryActor->GetGeometryCollectionComponent();
GeometryCollectionComponent->SetRestCollection(RestCollection);
GeometryCollectionComponent->RecreatePhysicsState();
GeometryCollectionComponent->SetCanEverAffectNavigation(false);
GeometryCollectionComponent->SetSimulatePhysics(true);
GeometryCollectionComponent->SetCollisionProfileName(TEXT("GeometryCollection"));
GeometryCollectionComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);

This code works well until I uncomment the 3rd line ProxyMeshComponent->SetCollisionProfileName(TEXT("NoCollision"));
If I do that the GeometryCollection is like stuck in it’s initial state, the mesh move on collision with my player character but it doesn’t explode in multiple part as intended.
Does any of you have an idea of what happening and how to solve it ?
Thanks

I find out what was my issue… The geometry collection’s damage thresholds