Yep I noticed this Friday in our own build doing just as you said. I noticed right after my post. @CedUE I can post this on udn, but what @Ezekiel88 is correct. Take a sleep/ disable/ kill field, add a set meta data filter to tell it to only affect active dynamic destruction types. It works until there is more then one fracture level. Take a simple cube give it 1 fracture level. Fracture level 0 of that cube ignores its collision preset marked as a destructible type and applies a “Rigid” object type to it under the hood. As soon as the object has any type of fracture levels… only the last fracture level is considered of the destruction type while the previous fracture levels are considered rigid. Even though that maybe half of it is destroyed rolling around on the floor. @CedUE this is happening in 5.03 as well as an older build of 5.1 as well. I have not had time to check the latest 5.1 build. The only time sleep/ kill fields work 100 percent of the time is to leave it marked for ALL which is not what you want since that affects as you can see cars, and anything else marked to simulate physics.
I did upload the following examples in previous post…
Having this not work as intended really makes it hard to try and keep assets in check so that performance is optimal.