I am trying to break objects with Unreal Engine's Chaos destruction. I want to remove objects after a small delay after the object has broken. I'm trying to do this with On Chaos Break Event in blueprint but it doesn't work. Seems like it doesn't even notice the object has broken (I don't even get a print text). Does anyone know what to do?
I have tried to use also other chaos events and also searching the whole internet but it seems like there is no information about this events and Unreal's documentation is horrible.
To get this to work in C++. I had to call SetNotifyBreaks first and I also had to do it in BeginPlay() as would give me an error if I tried to attach the delegate later in the game...
In a Blueprint, I'd check that the correct events notifications are enabled on the GeometryCollectionComponent.