With the latest version of the engine (4.13.2) if you create a radial force actor or component inside an actor then only actors that have ‘Simulate Physics’ to true as their default will be affected by it.
So if you use the starter content and convert the 2 chairs to the same blueprint so that if you click on either one ‘Set Simulate Physics’ gets set to true.
If you have 1 chair (Chair A) with ‘Simulate Physics’ on in the Editor and the the other chair (Chair B) has ‘Simulate Physics’ off when you launch the app Chair A will react to the radial force as expected but if you click on Chair B and set ‘simulate physics’ to true it will not respond to the radial force.
If however in the ‘Begin Play’ event for both actors you set ‘simulate physics’ to false and then turn it on onClick it will work as expected UNLESS the actor had ‘Simulate Physics’ unchecked to begin with.
So to summarize, if ‘Simulate Physics’ is unchecked, enabling it at runtime will not cause the actor to actually respond to a radial force.
Note that for my example I was using an extremely high negative force value to test (-500000.0)