Destruction doesn't recieve initial impulse

I’m trying to get a destructable actor to explode using RadialForceActor. This works… but not on the initial trigger.

The first impulse fractures the mesh slightly, subsequent impulse actually push it like how I want. No matter what I do to the settings, the first “breaking” impulse is always going to not have the effects I need. Here’s my code:

void AProjectile::OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	if (ImpactTemplate)
	{
		AImpactEffect* EffectActor = GetWorld()->SpawnActorDeferred<AImpactEffect>(ImpactTemplate, Hit.ImpactPoint, Hit.ImpactNormal.Rotation());
		if (EffectActor)
		{
			EffectActor->SurfaceHit = Hit;
			UGameplayStatics::FinishSpawningActor(EffectActor, FTransform(Hit.ImpactNormal.Rotation(), Hit.ImpactPoint));
		}
	}

	
	if (OtherActor)
	{    
		ARadialForceActor* ForceActor = GetWorld()->SpawnActorDeferred<ARadialForceActor>(ForceTemplate, Hit.ImpactPoint, Hit.ImpactNormal.Rotation());
		if (ForceActor)
		{
			UGameplayStatics::FinishSpawningActor(ForceActor, FTransform(Hit.ImpactNormal.Rotation(), Hit.ImpactPoint));
			ForceActor->FireImpulse();
			ForceActor->Destroy();
		}
	}

	Destroy();
}

Is this related to this question here?

Do I have to spawn 2 impulses with a delay?