Hey all, just realized that the project file isn't up. Idk what happened to it but I'll get it back in a bit. 📝 Note : I forgot to explain why to use a cube instead of a box 🤦🏻♂ Box is better because it gives a full, equal range around the characters feet. The sphere can do this, but it’s a sphere rather than a circle, and when it’s under you, it expands further down, and the further parts curve inward rather than go straight around the player.
This was REALLY helpful, thanks for posting it! This merged (and much more coherently) three different tutorials I was trying to piece together. Appreciate the extra reminder to keep your EventTicks disabled if not being used. Keep these up!
Thank you so very much for this tutorial! I've been looking for something that could help me try to punch an object and have it break when I finally stumbled upon your video. I was watching through and modified what you had described to attach it to the fist of my player to break off objects, and it works! Thanks again, awesome content, and I hope your channel keeps growing.
Aw thanks for the kind words. I'm really happy to hear that I was able to help you get what you were aiming for :D If there's anything else you're trying to achieve and can't find a vid on, lmk and I'll take a stab at it! 😎
Haha yeah someone requested this topic and I initially thought I would figure it out in like 2 minutes but there was actually a lot to unpack here I feel like I just got so lucky that I found all the right fields to mess with xD
this video was super helpful for my project! thank you VERY much. i love the way you explain things! i subscribed, and i'm looking through the rest of your videos. theyre very good! i may use more of them for my project :0 you need more subscribers/views! your videos are great!!!!!!!!!!!!
Thank you for the kind words and support! 🙂 Knowing I'm able to help solve problems is one of the best feelings ever. Let me know if there's anything you'd like to see covered as well! :D
I have a problem!! At 2:56 he shows inherited Variables and the Character shows up. For me the character doesnt show up.. What parent blueprint do I have to do so it does show up? In the Player Mesh I already have Editable when inherited enabled. PLEASE I NEED HELP ITS FOR MY FINAL SEMESTER :,)
Yo! Are you working on a default UE5 project? If so, it would be within the animation blueprint ABP_Quinn. The reason is because by default 3rd person templates have the player use ABP_Quinn which is a child of ABP_Manny, thus the variable is present in a folder from ABP_manny. That being said you should be able to find the same player reference variable within ABP_Manny 🤔
Subscribeeee ! Thank u so much, i'm searching this for so loooong time for a door with C4 exploding when i'm walking around :D !! But stupid question, how to hide the box ?
You’re welcome! And you can uncheck “debug,” or set visibility to false! Prob the debug thing for now if you followed my steps exactly haha. I turn it on so I can see it in editor and testing lol
Cool, so if I want to do this in reverse, that is, have the player be able to walk on the fracture object but only have a bullet fracture it, (or pick etc) then I add the chaos field to my bullet/pick instead of the character?
Yeah exactly! If you add it to the bullet and make the sphere smaller, you’ll have more precision based fractures that will break it apart piece by piece 👌🏻
¿Por qué se rompe todo el suelo cuando se rompe el suelo? Es decir, el cuadrado de mis pies se rompe bien, pero el resto parece roto pero se queda en el aire donde lo puse
hi, I know I'm 4 months late, but if you already have an imported a mesh that is textured and the textures go away when you fracture them (aka change into rainbow pieces), there is a setting in the details panel that you can search for called "show bone colors". If you uncheck this setting, it returns to the original base texture of the object :) hope this helps someone
thank you for the tutorial! I was hopping you could help me with another related thing that I can't seem to figure out. How would I check to see if the platform is broken so that I can destroy the anchor so there aren't floating bits
In your tutorial it States I need to change it from a cinematic to a static. I've tried that it doesn't work. I cannot find the right hand side of the outliner.
Hm, very weird. Are you using UE 5.0, and is your anchor the "FS_AnchorField_Generic"? I remember there were other types. So when you double-click into the anchor blueprint, under the details panel on the right there isn't a dropdown at the top for "Dynamic State" ? 😮
Thanks! Wondering how I can destroy the anchor or smt like that so there aren't floating bits, cuz when my character step on platform, the platform breaks, but one part where the anchor is stays in the air.
Hi man ! :) This is just awesome. But i have one question. Can i do this damage not in Event tick but in trigger with On Begin Overlap? Let me explain what i meant. The basic idea is to create a trap with Trigger, when player steps on it it will breacks and Player will fall down :)
Oh yeah, absolutely! So what you can do is make a trigger box, or add a box collision to your trap, and put on event hit (if not using collision), or overlap, you can activate the players tick, and the same thing will happen 👌🏻
@@DYLOGaming I do not have the ambush yet, like, you know, in old Prince Of Persia where platforms falls under Player weight when he steps on it, but when Player falls on the platform from high ground it is breaks immediately :)
Ah, right! What you can do is add a check for like a bool “player can break stuff” that will only activate in trigger boxes around the ambush areas that you want! :) Then, you could have the damage field appear, only in designated areas or based on conditions!
Hi thanks for the tutorial. I have a little question. I would like to make the destroyed items disappear a few seconds later like in the games. But I don't see how to proceed at all. Do you have an idea please?
Amazing work! everything works perfectly. I have a question, is there a way to make the platform gradually break as the player is on top of it until it shatters. Right now I have a delay node before the spawn actor one which is 5 secs or so. I’ll be very grateful if you can answer. Keep up the amazing work dude!
@@entropy5071 Thank you so much for the kind words! 😭🙏🏻 I can think of a few things that could work! 1. Have your destruction platform gradually increase in size 2. Have multiple smaller destruction platforms spawn below your character at random times! That's just what I can think of off the top of my head. Lmk if you try those & if they work! :D
@@DYLOGaming thank you for replying so fast🫡 i’ll try them first thing in the morning and i’ll get back to you asap! I think the second option might work, we’ll see. You’re awesome!
I tried this It works but not how I want it to. I have an another interactive statue where you collect two keys in the map and it give a dialogue for each instance so i need this to after collecting the two keys and interacting with the statue again. it will Tigger the damage with a delay for 30 seconds or so and the main statue goes BOOM !. and after i hit fracture it kills the animation and color of the static mesh any work around.
Hm, okay so let me make sure I understand what you're going for first 1. Player needs to get 2 keys which gives statues dialogues (I assume are instructions/hints?) 2. After player gets the keys, he goes back to the statues and talks to them 3. After talking to statues for 30 seconds, the statues blow up If I got that right, at 01:57 leave the drop down to delay, and then 3 below that, change the "1" to "30" or however many seconds you need for the destruction to delay You can do that, or follow what I have and then spawn the fracture at the exact moment you need to elsewhere in your game. I prefer having it destruct immediately instead of using a delay, because then you can use it versatilely in multiple areas! lmk if that helped, and if not, we shall keep going 😎
@@DYLOGaming I only need one structure to blow up not the one we interact with . right now I put the geometrycollection into an actor BP and connected the anchor to it. and made a damage BP i am trying to spawn the damage on to the statue when i interact with the dialogue statue with the two keys.
@@onichanxd5949 For sure! I'm pretty sure you'll get it all working soon! If your destruction actor works as expected, then all you have to do is spawn it at whatever point in your blueprints. So if it's after all the dialogue is done and stuff, then probably at the very end of everything :D
@@DYLOGaming ngl i have no clue how to spawn the actor after the dialogue im pretty new to unreal more like a month new XD but you saved my asss FOR REAL
@@onichanxd5949 Hahaha all good fam, I am right there with you. I'm learning new things literally every minute I'm working with it! Jump to 03:45 in this vid and paste that same spawn actor node at the end and plug in the transform (location, rotation, scale all combined) of where you want the destruction mesh to appear. So you'd want to get your statue actor's world transform, and plug that into the spawn transform. All at the end of your logic running the dialogue. If it happens instantly mid-dialogue, add a delay before hand if it's not delayed already 😎
Definitely. A few reasons, but just to rule some things out first. 1. Were you able to create the damage field (just clarifying if I read things correctly). Like, you have all the plugins enabled and were able to right-click and create the damage field from the class? 2. If you were, did you tick the "degbug" to true? It's a preset made class, so Epic added that variable to easily allow us devs to tick it on and off to show the field visibly 3. For the collisions - Very weird that it's not working. Is it the destruction field's collision that isn't working? Everything else is good? I'm trying to think of what the issue could be, but gimme some more info from the above questions and I'll see if I can narrow it down. Maybe I forgot to include a step
@@DYLOGaming Thanks for replying so fast!! So the damage box does show up when I add it to the level and it works fine when I press play (the platform gets destroyed) which would be the first part of the vid. However, when I try to add the collision between my character and the platform, the platform does not break. The damage box does not show up under my character's feet even though I added a socket to my character's skeleton.
@@samiraawad4654 Haha of course! If I'm not out doing anything else, I'm pretty much on my computer or phone lol. Okay, perfect explanation. So there are also a few things that are causing this. So you added the socket to your character's position, but it's not spawning there. Try to check for a few of these things 1. Is the logic running when you're falling? Go to 03:54, and at the top where it says "No debug selected" at the very top of the screen, click that drop-down for yourself, and select your character. Then press "Play" and test it. If you see the lines glow red and pulsate, then you know the logic is working and the issue is somewhere further down 2. Where your "spawn actor damage" is, did you click the purple dropdown and select "Damage" field as the class? (I think you have to, otherwise it would have errored, but in case it works still, check for that) 3. For the get "socket transform" that plugs into your "Spawn actor damage" transform, is mesh plugged into the target? If so, did you change the name to the socket to match the one you added to the skeleton? Be sure to check that spelling is 100% the same (check for spaces before or after too, sometimes they get in there) 4. Last thing, after the spawn damage field, did you attach it to the actor & the socket? Not only that, did you drag the blue output pin from the "spawn damage" and plug that into the target of the "Attach to component?" Let me know, because these would be the main issues that I can think of 🤔
@@DYLOGaming I tried to selct the drop down for "No debug object selected" but I can't select my character because it is not showing up. "No debug object selected" is the only option. Besides that, everything else seems correct.
@@samiraawad4654 Got you. Sometimes that happens because the player isn't actually in the world yet. You can fix that 2 ways. Jeez, I cannot get away from these doggone lists lol. 1. Push play, then press "F8" and then open your blueprint and the dropdown should have your character because they're in the world 2. Delete the "Player Start" and drag your character into the world and then the drop down should be available all the time. Would you mind testing that this works first?
I think so. I haven't messed with first person much, but I figure you'd do the same thing except with the "Capsule Component" Again, I haven't looked much into 1st person so idk how the anim-graph stuff works, or if one even exists, but I'll look into it when I get the chance!
Thanks! Wondering if there is a way to put the anchor into a BP with the geo collection? I tried but could not select/add the anchor child actor in the geo collection initialization fields. Would be handy to be able to do this if you're building a bunch of breakable platforms.
Aside from making this video, I actually haven't messed around with it too much so I am not entirely sure lol But I definitely don't see why it wouldn't work 🤔
@@DYLOGaming Ok. There doesn't seem to be a method to add the anchor to the geocollection's initialization field neither thru BP or details panel. Seems child actors may not be acceptable for the array.
@@mihaiwilson Okay I actually rewatched my video because I forgot a lot of the terminology lol. I think you could achieve it by accessing the initialization field by casting to it. I'll look into making a vid on it soon
@@DYLOGaming Thanks so much for looking into this. Do you mean adding the Anchorfield child actor to the geocollection's Initialization Fields array by casting to the child actor? I attempted this, but it fails as FS_Anchorfield_Generic does not inherit from the child actor component. Maybe there is another way around this? I also tried spawning an Anchorfield actor and adding it to the Initialization Fields array on Beginplay - but even though this technically works - the anchor shows up in the array - the behaviour of the geocollection does not seem to be effected by it (geocollection just breaks apart on play).
Hey all, just realized that the project file isn't up. Idk what happened to it but I'll get it back in a bit.
📝 Note : I forgot to explain why to use a cube instead of a box 🤦🏻♂
Box is better because it gives a full, equal range around the characters feet. The sphere can do this, but it’s a sphere rather than a circle, and when it’s under you, it expands further down, and the further parts curve inward rather than go straight around the player.
This was REALLY helpful, thanks for posting it! This merged (and much more coherently) three different tutorials I was trying to piece together. Appreciate the extra reminder to keep your EventTicks disabled if not being used. Keep these up!
Thank you so very much for this tutorial! I've been looking for something that could help me try to punch an object and have it break when I finally stumbled upon your video. I was watching through and modified what you had described to attach it to the fist of my player to break off objects, and it works! Thanks again, awesome content, and I hope your channel keeps growing.
Aw thanks for the kind words. I'm really happy to hear that I was able to help you get what you were aiming for :D
If there's anything else you're trying to achieve and can't find a vid on, lmk and I'll take a stab at it! 😎
Bro can u explain it to me . I was struggling there .
I've been struggling for hours about why character can't interact with the collections. Then I see the "master field" in your video and wollah!
Haha yeah someone requested this topic and I initially thought I would figure it out in like 2 minutes but there was actually a lot to unpack here
I feel like I just got so lucky that I found all the right fields to mess with xD
this video was super helpful for my project! thank you VERY much. i love the way you explain things! i subscribed, and i'm looking through the rest of your videos. theyre very good! i may use more of them for my project :0 you need more subscribers/views! your videos are great!!!!!!!!!!!!
Thank you for the kind words and support! 🙂 Knowing I'm able to help solve problems is one of the best feelings ever. Let me know if there's anything you'd like to see covered as well! :D
Amaziing..
I have a problem!! At 2:56 he shows inherited Variables and the Character shows up. For me the character doesnt show up.. What parent blueprint do I have to do so it does show up? In the Player Mesh I already have Editable when inherited enabled. PLEASE I NEED HELP ITS FOR MY FINAL SEMESTER :,)
Yo! Are you working on a default UE5 project? If so, it would be within the animation blueprint ABP_Quinn. The reason is because by default 3rd person templates have the player use ABP_Quinn which is a child of ABP_Manny, thus the variable is present in a folder from ABP_manny.
That being said you should be able to find the same player reference variable within ABP_Manny 🤔
Amazing! Thank you!💥
Thanks for the kind words!! I’m glad I was able to help! :D
Subscribeeee ! Thank u so much, i'm searching this for so loooong time for a door with C4 exploding when i'm walking around :D !! But stupid question, how to hide the box ?
You’re welcome!
And you can uncheck “debug,” or set visibility to false!
Prob the debug thing for now if you followed my steps exactly haha. I turn it on so I can see it in editor and testing lol
@@DYLOGaming Perfect, thank's u so much
@@RafA93440 You're welcome! :D
Lmk if you run into any other issues!
I love you
Thank you for the support! 🤩
Cool, so if I want to do this in reverse, that is, have the player be able to walk on the fracture object but only have a bullet fracture it, (or pick etc) then I add the chaos field to my bullet/pick instead of the character?
Yeah exactly! If you add it to the bullet and make the sphere smaller, you’ll have more precision based fractures that will break it apart piece by piece 👌🏻
¿Por qué se rompe todo el suelo cuando se rompe el suelo? Es decir, el cuadrado de mis pies se rompe bien, pero el resto parece roto pero se queda en el aire donde lo puse
hmmm, mine is not reseting. turns off on contact with ground
So after you touch the ground and jump again, it doesn't reactivate?
@@DYLOGaming I fixed it, had to check one of the boxes in the BP. thanks!
@@islandonlinenews Noice! Glad you got it working 😎
How can i change the rainbow colour into another material, for example glass?
Idk off the top of my head, but I’ll take a look and get back to you on it! 😎
@@DYLOGaming i found the problem, i had to change the "Show Bone Colors" and turn it off, your Video was awesome 🫱🏻🫲🏼
hi, I know I'm 4 months late, but if you already have an imported a mesh that is textured and the textures go away when you fracture them (aka change into rainbow pieces), there is a setting in the details panel that you can search for called "show bone colors". If you uncheck this setting, it returns to the original base texture of the object :) hope this helps someone
thank you for the tutorial! I was hopping you could help me with another related thing that I can't seem to figure out.
How would I check to see if the platform is broken so that I can destroy the anchor so there aren't floating bits
In your tutorial it States I need to change it from a cinematic to a static. I've tried that it doesn't work. I cannot find the right hand side of the outliner.
Hm, very weird. Are you using UE 5.0, and is your anchor the "FS_AnchorField_Generic"? I remember there were other types. So when you double-click into the anchor blueprint, under the details panel on the right there isn't a dropdown at the top for "Dynamic State" ? 😮
@@DYLOGaming I got it to work
@@rlb1968able Noice! 😎
@@DYLOGaming Do you know how to find an event tick?
Nope I typed it in just like you did in the video didn't pop up.
Thanks! Wondering how I can destroy the anchor or smt like that so there aren't floating bits, cuz when my character step on platform, the platform breaks, but one part where the anchor is stays in the air.
Hi man ! :)
This is just awesome.
But i have one question. Can i do this damage not in Event tick but in trigger with On Begin Overlap?
Let me explain what i meant.
The basic idea is to create a trap with Trigger, when player steps on it it will breacks and Player will fall down :)
Oh yeah, absolutely! So what you can do is make a trigger box, or add a box collision to your trap, and put on event hit (if not using collision), or overlap, you can activate the players tick, and the same thing will happen 👌🏻
@@DYLOGaming Thank you very much again! After i found out that i can hide Damage Actor in game, all starts working forme just perfect!
That’s awesome to hear brotha! Very happy you were able to get what you were looking for! 😎🤘🏻
@@DYLOGaming I do not have the ambush yet, like, you know, in old Prince Of Persia where platforms falls under Player weight when he steps on it, but when Player falls on the platform from high ground it is breaks immediately :)
Ah, right! What you can do is add a check for like a bool “player can break stuff” that will only activate in trigger boxes around the ambush areas that you want! :)
Then, you could have the damage field appear, only in designated areas or based on conditions!
Hi thanks for the tutorial. I have a little question.
I would like to make the destroyed items disappear a few seconds later like in the games. But I don't see how to proceed at all. Do you have an idea please?
Is there a way to make it so there’s a delay before the platform shatters?
Yeah definitely! Just add a delay before the "Spawn Actor Damage" node at 5:21 and you should be good! 😎
Amazing work! everything works perfectly. I have a question, is there a way to make the platform gradually break as the player is on top of it until it shatters. Right now I have a delay node before the spawn actor one which is 5 secs or so. I’ll be very grateful if you can answer. Keep up the amazing work dude!
@@entropy5071 Thank you so much for the kind words! 😭🙏🏻
I can think of a few things that could work!
1. Have your destruction platform gradually increase in size
2. Have multiple smaller destruction platforms spawn below your character at random times!
That's just what I can think of off the top of my head. Lmk if you try those & if they work! :D
@@DYLOGaming thank you for replying so fast🫡 i’ll try them first thing in the morning and i’ll get back to you asap! I think the second option might work, we’ll see. You’re awesome!
@@entropy5071 I'm more than happy to help out however I can!
Looking forward to hearing if you get it to work! 👌🏻
I tried this It works but not how I want it to. I have an another interactive statue where you collect two keys in the map and it give a dialogue for each instance so i need this to after collecting the two keys and interacting with the statue again. it will Tigger the damage with a delay for 30 seconds or so and the main statue goes BOOM !. and after i hit fracture it kills the animation and color of the static mesh any work around.
Hm, okay so let me make sure I understand what you're going for first
1. Player needs to get 2 keys which gives statues dialogues (I assume are instructions/hints?)
2. After player gets the keys, he goes back to the statues and talks to them
3. After talking to statues for 30 seconds, the statues blow up
If I got that right, at 01:57 leave the drop down to delay, and then 3 below that, change the "1" to "30" or however many seconds you need for the destruction to delay
You can do that, or follow what I have and then spawn the fracture at the exact moment you need to elsewhere in your game. I prefer having it destruct immediately instead of using a delay, because then you can use it versatilely in multiple areas!
lmk if that helped, and if not, we shall keep going 😎
@@DYLOGaming I only need one structure to blow up not the one we interact with . right now I put the geometrycollection into an actor BP and connected the anchor to it. and made a damage BP i am trying to spawn the damage on to the statue when i interact with the dialogue statue with the two keys.
@@onichanxd5949 For sure! I'm pretty sure you'll get it all working soon!
If your destruction actor works as expected, then all you have to do is spawn it at whatever point in your blueprints. So if it's after all the dialogue is done and stuff, then probably at the very end of everything :D
@@DYLOGaming ngl i have no clue how to spawn the actor after the dialogue im pretty new to unreal more like a month new XD but you saved my asss FOR REAL
@@onichanxd5949 Hahaha all good fam, I am right there with you. I'm learning new things literally every minute I'm working with it!
Jump to 03:45 in this vid and paste that same spawn actor node at the end and plug in the transform (location, rotation, scale all combined) of where you want the destruction mesh to appear. So you'd want to get your statue actor's world transform, and plug that into the spawn transform. All at the end of your logic running the dialogue. If it happens instantly mid-dialogue, add a delay before hand if it's not delayed already 😎
My damage field is not showing up and the collision is not working, any idea why that could be?
Definitely. A few reasons, but just to rule some things out first.
1. Were you able to create the damage field (just clarifying if I read things correctly). Like, you have all the plugins enabled and were able to right-click and create the damage field from the class?
2. If you were, did you tick the "degbug" to true? It's a preset made class, so Epic added that variable to easily allow us devs to tick it on and off to show the field visibly
3. For the collisions - Very weird that it's not working. Is it the destruction field's collision that isn't working? Everything else is good?
I'm trying to think of what the issue could be, but gimme some more info from the above questions and I'll see if I can narrow it down. Maybe I forgot to include a step
@@DYLOGaming Thanks for replying so fast!!
So the damage box does show up when I add it to the level and it works fine when I press play (the platform gets destroyed) which would be the first part of the vid.
However, when I try to add the collision between my character and the platform, the platform does not break. The damage box does not show up under my character's feet even though I added a socket to my character's skeleton.
@@samiraawad4654 Haha of course! If I'm not out doing anything else, I'm pretty much on my computer or phone lol.
Okay, perfect explanation. So there are also a few things that are causing this. So you added the socket to your character's position, but it's not spawning there. Try to check for a few of these things
1. Is the logic running when you're falling? Go to 03:54, and at the top where it says "No debug selected" at the very top of the screen, click that drop-down for yourself, and select your character. Then press "Play" and test it. If you see the lines glow red and pulsate, then you know the logic is working and the issue is somewhere further down
2. Where your "spawn actor damage" is, did you click the purple dropdown and select "Damage" field as the class? (I think you have to, otherwise it would have errored, but in case it works still, check for that)
3. For the get "socket transform" that plugs into your "Spawn actor damage" transform, is mesh plugged into the target? If so, did you change the name to the socket to match the one you added to the skeleton? Be sure to check that spelling is 100% the same (check for spaces before or after too, sometimes they get in there)
4. Last thing, after the spawn damage field, did you attach it to the actor & the socket? Not only that, did you drag the blue output pin from the "spawn damage" and plug that into the target of the "Attach to component?"
Let me know, because these would be the main issues that I can think of 🤔
@@DYLOGaming I tried to selct the drop down for "No debug object selected" but I can't select my character because it is not showing up. "No debug object selected" is the only option. Besides that, everything else seems correct.
@@samiraawad4654 Got you. Sometimes that happens because the player isn't actually in the world yet. You can fix that 2 ways. Jeez, I cannot get away from these doggone lists lol.
1. Push play, then press "F8" and then open your blueprint and the dropdown should have your character because they're in the world
2. Delete the "Player Start" and drag your character into the world and then the drop down should be available all the time.
Would you mind testing that this works first?
can you make a movable object with fracture stuff?
Is there a way of doing this in a first person map?
I think so. I haven't messed with first person much, but I figure you'd do the same thing except with the "Capsule Component"
Again, I haven't looked much into 1st person so idk how the anim-graph stuff works, or if one even exists, but I'll look into it when I get the chance!
Thanks! Wondering if there is a way to put the anchor into a BP with the geo collection? I tried but could not select/add the anchor child actor in the geo collection initialization fields. Would be handy to be able to do this if you're building a bunch of breakable platforms.
Aside from making this video, I actually haven't messed around with it too much so I am not entirely sure lol
But I definitely don't see why it wouldn't work 🤔
@@DYLOGaming Ok. There doesn't seem to be a method to add the anchor to the geocollection's initialization field neither thru BP or details panel. Seems child actors may not be acceptable for the array.
@@mihaiwilson Hm, I'll take a look into it in the future. I don't have much more experience aside from dabbling with it for this video
@@mihaiwilson Okay I actually rewatched my video because I forgot a lot of the terminology lol. I think you could achieve it by accessing the initialization field by casting to it. I'll look into making a vid on it soon
@@DYLOGaming Thanks so much for looking into this. Do you mean adding the Anchorfield child actor to the geocollection's Initialization Fields array by casting to the child actor? I attempted this, but it fails as FS_Anchorfield_Generic does not inherit from the child actor component. Maybe there is another way around this? I also tried spawning an Anchorfield actor and adding it to the Initialization Fields array on Beginplay - but even though this technically works - the anchor shows up in the array - the behaviour of the geocollection does not seem to be effected by it (geocollection just breaks apart on play).
How I feel when my blueprints don't work 0:57
Hahaha I can relate 100%!