How to determine hit collision

Hey, so the deleted mesh and the destructible mesh are separate concepts. I made a destructible mesh that I just drag in to the world, add physics to it, set it to “not awake” I set up a hit register, now anything that hits it wakes it. (which is not the idea, I want them to act as structures that block a player, that can be stood on and so on) I only want the hit scan from the gun to apply any damage or hit registry to the destructible mesh. So at the moment when I shoot it, it gets destroyed as is desired but if I walk in to it, it also wakes it. I have tried to use the object hit function and cast to the character and set up a bool in the hope that if it registers the player character as the object colliding or overlapping the object it will do nothing…but it didn’t work as intended.

I then have a mesh I want to delete when shot, it is for a different weapon type (eventually) that will just disintegrate the actor. It is not a destructible mesh it is just a static mesh. The hit scan I have set up registers and deletes the block as desired but if a player walks in to the block it also deletes, if I put a destructible mesh on top of the deletable mesh and shoot the destructible mesh it then “hits” the deletable mesh and deletes it.

So I really just need some way of determining what hit type registers with the object, the collision is almost null and void. (other than registering the hit scan from the gun)