How to enable collision and physics on a Dynamic mesh?

I am working on a realtime fracture system using Dynamic mesh and UE fracturing: I’ve created an Actor (i.e. DestructibleMesh) with a root component set to DestructibleMeshComponent (a component which extends DynamicMeshComponent).

To enable collision on this actor, as other posts suggest ([1],[2]), I’ve used ComplexAsSimple as Collision type.

Here the DestructibleMesh constructor:

ADestructibleMesh::ADestructibleMesh(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	PrimaryActorTick.bCanEverTick = true;

	// TODO: needed?
	SetActorEnableCollision(true);
	
	DestructibleMeshComponent = CreateDefaultSubobject<UDestructibleMeshComponent>(TEXT("DestructibleMeshComponent"));
	DestructibleMeshComponent->SetMobility(EComponentMobility::Movable);
	DestructibleMeshComponent->SetGenerateOverlapEvents(false);
	// TODO: cannot simulate if using ComplexAsSimple
	DestructibleMeshComponent->SetSimulatePhysics(true);
	DestructibleMeshComponent->SetEnableGravity(true);
	DestructibleMeshComponent->bEnableComplexCollision = true;
	DestructibleMeshComponent->CollisionType = ECollisionTraceFlag::CTF_UseComplexAsSimple;
	DestructibleMeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);

	DestructibleMeshComponent->OnComponentHit.AddDynamic(this, &ADestructibleMesh::OnComponentHit);

	SetRootComponent(DestructibleMeshComponent);
}

In this way, the collision works but I cannot simulate physics on this actor:

Note that if you are using UseComplexAsSimple you cannot simulate the object

In fact a warning in the log says:

Trying to simulate physics on ‘DestructibleMeshComponent’’ but it has ComplexAsSimple collision.

Are there any workarounds that let me enable both collision and physics simulation on a dynamic mesh?

Did you solved the issue ?