UEFNでダメージボリュームを特定の条件(ボスキャラクターのHPが800以下)で表示ONにする設定方法を知りたい

質問です。UEFNのダメージボリュームを開始時に表示をOFF、NPCキャラクター定義で作成したBossキャラのHPが800以下になったら、表示をONにする設定がうまくいきません。わかる方はいらっしゃいますか?

I’m having trouble setting up a damage volume in UEFN. I want it to be hidden at the start of the game and then become visible when a boss character, created from an NPC character definition, has its HP drop below 800. Does anyone know how to do this?

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

damage_controller := class():
    @editable
    DamageVolume : damage_volume_device = damage_volume_device{}

    @editable
    BossCharacter : creative_character_device = creative_character_device{}

    var BossHealth : health_component = health_component{}

    OnBegin<override>() : void =
        spawn:
            # Boss のヘルスを取得
            BossHealth = BossCharacter.GetHealthComponent[]
            loop:
                if (BossHealth.GetCurrentHealth[] < 800.0):
                    # HPが800未満なら ON
                    DamageVolume.Enable()
                    Print("DamageVolume: ON (Boss HP < 800)")
                else:
                    # それ以外なら OFF
                    DamageVolume.Disable()
                    Print("DamageVolume: OFF (Boss HP >= 800)")
                Sleep(1.0) # 1秒ごとにチェック