The 2 Meshes are not linked. One is a destruction mesh, one is a delete mesh. The destruction meshes are there for environmental damage from gunshots, grenades etc. The other one just deletes from existence this will be due to energy weapons that vaporise blocks, players, ETC.
So collision is less of an issue for me than hit detection and control, the cubes sit in the world fine and they block each other fine while they are asleep. However when they register a hit they wake, when they wake they then wake anything they are near. So if I place a destructible block on top of a deletable block (not in the same space but physically on top stacked) shooting the destructible block with delete the actor below, as soon as it wakes it registers a hit event on the block below.
So really I just need to know how to control what can wake objects and what can’t. I was hoping someone would say it would be something simple like cast to player character branch if NOT player character wake, if player character do nothing. Something like that, but haven’t been able to work out how to control the hit registry to that level.