Child skeletal mesh with physics colliding with parent (Spazzing out)

Hi all,

I have a skeletal mesh where I want to hot-swap out various attached skeletal mesh parts whenever damage is taken in that area. In the case of this vehicle, I would want to swap out the front-right wing skeletal mesh for the damaged version if the front-right wing takes a lot of damage .

Each skeletal mesh part has their own associated physics-asset

I usually just do a line trace and use the “Hit bone name” to detect which part takes damage (which goes off of the physics asset if I’m correct)

The problem is that all of my child skeletal meshes collide with the parent, causing it to go crazy and flip out of the world.

UnrealEditor_SNioBy9N1B

Anyone have some suggestions on how to improve this? I wish there was a simple “Children do not collide with parent” option that would solve everything, but I don’t know of such an option.