How to Create Realistic Tree Physics Like Lumber Tycoon 2 in Unreal Engine?

I have been working on a very similar mechanic recently using the Geometry Scripting plugin:

Geometry Scripting User Guide

In my case I am converting the ‘tree’ to be cut into a Dynamic Mesh, and I have another dynamic mesh which is a saw blade and use a boolean ‘subtract’. I can make partial cuts or cut through a tree. After a cut I check ’ Get Num Connected Components’ to see if I have 2 or more objects. If it is 2 or more, I create seperate DynamicMeshActors for each component, turn physics on and voila the tree branch/trunk/etc falls realistically.

Here are all of the Geometry Scripting nodes:

Geometry Scripting Reference

I have converted my code to C++ because the Blueprint started getting pretty complicated. I am still working on getting the feel correct for objects that have been rotated before being cut. It has been a fun little project.

Also if I make additional cuts to a Dynamic Mesh Actor, no need to convert from Static Mesh to Dynamic Mesh. Also need to manage a Dynamic Mesh Pool (which defaults to 1000 items before it complains and causes garbage collection.)