Choppable Tree with Chaos Destruction

I’m wanting to recreate the system seen in this video (except have the damage done by the player instead of AI). I’ve got a tree that’s split into 3 sections, the stump, the damage section, and the tree. I have the ‘damage section’ as a Geometry Collection, with a fracture to make it break. At the minute, it either explodes altogether or doesn’t do anything at all, and if I simulate physics on it the whole section just falls out of the tree. I’d also like it to be in an actor so I can have multiple trees throughout my level.

I’m looking for guidance on how I can achieve this affect, since at the minute I’m just completely lost. Any help is appreciated, TIA

for a tree that only breaks in the middle, keep the whole tree non-simulating until it actually breaks. the explodes altogether case is the root cluster hitting its damage threshold and detaching everything at once, so raise the root cluster threshold and let the child clusters break first. also make sure simulate physics is off on the intact gc, otherwise the section just drops out of the tree before anything hits it.

split it as you described (stump static, damage section gc, canopy static) and apply the damage with a field or strain to only the damage section on hit. put the meshes and gc inside a blueprint actor so you can place many trees.

for the field plus replication side, Dynamic Chaos Destruction Fields, a replicated destructible mesh template for Unreal Engine 5, is a blueprint destructible setup: Dynamic Chaos Destruction Fields — Replicated Destructible Meshes in Blueprint | Fab