AddImpulseAtLocation with destructible components

Hi,
I am playing around with the Code First Person Template of the Unreal Engine 4.3 . Every time a projectile hits one of the boxes, the box gets pushed with the following method:

 OtherComp->AddImpulseAtLocation(GetVelocity() * 50.0f, GetActorLocation());

Now, if I add a destructible component (same boxes, just converted) and hit these boxes with the same projectile, nothing happens. Yet, if I hit a destructible box with a static box, they get pushed as intended, so i guess the physics simulation is working at that end.
Is there another method I can use to get the exact same pushing effect as with the static meshes?
Thanks in advance!

I just tested OtherComp->AddImpulse() and it works that way, as long as the mesh is not already fractured. As soon as the fracturing occurs, the debris does again not interact with the projectiles, only with other static meshes (boxes etc)