Destructibles fractures are disappearing and stopping being created

Thanks! The commands do work if used correctly.

I noticed that the chunks itself don’t really take any performance once they stopped moving. So I do nothing, my CPU time is something like 6ms. Then I shoot at many walls and many chunks/fractures fall down, during this time my CPU time goes up to something like 30ms. Then after ~30 seconds all the chunks fall down and there is a nice hill of ~1000 chunks and in the exact second the last chunk of the whole hill stopped moving the cpu time goes back to 6 or 7 ms. But if I again shoot at the wall and new chunks fall at the hill with the 1000 chunks from before, the new chunks are bumping into the old chunks so that all chunks move again and the cpu time is back up to something like 35ms.

If I could somehow say that a chunk which has stopped moving stops simulating physics there would not be any problem with having tens of thousands of chunks lying around in the world, because only moving chunks are affecting performance.

Is this possible?