Apply Radial Damage with Fall Off Destroys Actors?

I have a pretty simple explosion set up:

It is a force component with a particle emitter added on.

On receiving damage, I see the following:

The function “Toggle Ragdoll Physics” is a C++ function that I made, that ragdolls the enemy. Here is my setup:

GetMesh()->SetAllBodiesSimulatePhysics(true);
	GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
	
	GetMesh()->SetAllBodiesNotifyRigidBodyCollision(true);

	if (GetMesh()->AnimClass)
	{
		GetMesh()->SetAnimInstanceClass(nullptr);
	}
	GetMesh()->SetSimulatePhysics(true);
	GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);

When these actors are getting hit, they are also getting destroyed, and I am scratching my head as to why. when the actors get hit, the response that I want is that they simply ragdoll and fall on the ground. But instead, they fall to the ground, and then after a few seconds, disappear. Is GC picking them up? Or, perhaps, is the damage applied passing a threshold I don’t know about, causing its destruction?

What is your KillZ setting on the map you are playing on?

I have it set to the default, much below my terrain. The enemies ragdoll successfully; I watch them crumple to the ground, then a few seconds later, they disappear.

I’ve discovered the solution, even though I don’t know why yet. I deleted “Fire Impulse” from my radial force, and it stopped destroying my actors. This is probably because either a) I fire impulse yet again on ‘damage received’ or b) Fire Impulse has a property that I don’t know about.