I have a similar problem and setup that I need to resolve, and like case of original question, I had a setup in UE3 that used Rigid Body Collision event, combined with Impact Velocity in order to produce different effects depending on intensity of collision. problem is that I don’t know how to set up equivalent of “Instigator” in UE4 setup. Instigator bubble would allow me to run a compare check on what caused Rigid Body Collision. With this setup I could make sure that it was something like a player attack that could cause an impulse that destroys an actor, versus it just falling down or being pushed around. Is there a way to perform this Instigator check in UE4? Also, I tried vector length solution described above, but numbers coming out if it are extremely inconsistent, compared to results I would get with Impact Velocity in UE3. Is there any solution closer to UE3 setup that can be suggested? Thank you.