Instead of SetSimulatePhysics, I used SetMobility and swapped it between Static and Movable (I did this on tick so that the object could always move so it’s probably not super great but it worked for my purpose). After that however, the object wouldn’t get destroyed. So what I did, is “On Hit” of my bullet (in my code just before I would spawn the field that caused the destruction), I would swap the collision type to destructible (instead of world dynamic) that gave me a variable I could check in my tick function mentioned earlier to stop putting it to static when I wanted it to start breaking instead. It worked… but it’s a bit fastidious