For the purposes of this demonstration and presentation I used a simulation play mode. The fuse blueprint is literally the fuse that uses a Blueprint interface to initiate other actors via an interface.
Exploding Barrel blueprint

Exploding barrel controls the barrel materials, spawn decals and the main Niagara Explosion.

Controls the material animations on the barrel.

Spawns destructive impulse actors to shatter the barrel.

Lerps the light and fuse FX positions down the length of the detonation cable.

This was appended at the end for the fire.
This blueprint contains the destruction impulses and automation of the material parameters on the barrel.
Impulse Actor Blueprint
This impulse actors is the parent for the props and gives them some basic functionality and access to the interface.

Main function that is inherited, it has supporting functions.

Supporting Decal Function.

Supporting Impulse Function.
Splat Blueprint
The splat blueprint is a tracer that helps spread some of the larger decals around the scene.

Line trace setup.

Initialization loop for traces.

Spawns decals with a random rotation.
Fuse Blueprint

Fuse blueprint actually control the other assets by sending the main interface event to all participating blueprints.


