So I have a fractal mesh/wall, that also moves. Much like a door way that moves in the way of the player when the trigger is hit. It seems as though that the fractal mesh when shot at does not break apart like it should.

I tried have the interpolating mesh (animated wall) switch to a fractal mesh when done animating. I used the kismet hide/unhide node but I was not sure if I was using it right or if it even was the right way to go about it.

My thought process was:

Player triggers animating wall that stays in the way>Player Shoots wall>Wall breaks apart as it takes damage>Blocking volume is destroyed>player walks past wall

This is the scene next to the kismet sequence.

Sorry for the fuzzy picture, just posted for reference of what I am doing.