So if there is a street lamp, with body and a lantern sererate GC, If the body breaks the lantern will fall with it, so yes.
Not really, you can do many things, first you can wait for body to break then you can enable damage on the lantern so it doesn’t breaks till body broken.
Or more commonly you can keep body high damage threshold and lantern relatively lower damage threshold. It’s like that in real life give or take also in some terms. Additionally you can propagate hits to both objects and the lantern would break before body.
Additionaly if you really want order its better to seperate GC since something won’t break before its root breaks.
So just to have a brief demo.
3 Static Mesh
3 GC simply fractured in level uniformly and placed inside and actor
Placed them as I wanted added constraints and configure basicalyl. Body->Post Locked Angular and Linear Lock and on the Post->Lantern Limited Angular and Linear Lock
Made the overall post weaker than body and the lantern weaker than post by damage numbers only no bigger logic or further prototyping
Since this object body is not contrined to the ground because of the linear torque of lantern its subject to fall by default. So in order not to fall I go inside the GC of body and set it anchored.
You can see in demo they break in order. Actually if you observe closely the lantern breaks first but not the child the root breaks and the childs are still glued. This is the problem you having and this is the nature of the tool.
In order to change that we have to change a bit approach to it.. You can make a base lantern mesh and a shell that can be broken 1st and make another contraint. Basically this is layered destruction modelling mindset.
So you have to try use the tool and on the way you will already find many ways to achieve a certain setup, however its also important to understand the tools current design and limits with respect to actual laws of physics.
Happy developing.