How to maintain the velocity of the spawned actor

At a certain collision force I substitute static mesh for geometry collection and I want it to happen smoothly with velocity preservation

demo

I replaced the geometry collection with an actor with unattached parts and physics simulation for each part. I also replaced the BeginOverlap event with EventHit, we take the Hit Location and use it for the impulse in the Add Impulse node, so the spawned object sort of retains inertia