How to stop the explosion from blowing away the projectile?

As I said there could be a lot of things going on depending on how the system is made and setup. What I can say on top of that that it can be achieved the expected end results you want.

I just tried in engine that my knowledge about it is still valid even though I don’t use default physics for projectiles.

Here is the setup, I just made an actor, added field system component and just added torque and metadata to it.

Here is how it works with rigid object type selected from meta data

ezgif-474c52d2ed2ca9

Here is destructable type selected from meta data

ezgif-475ede8c194602

notice rigid bodies not effected.

There is a lot of logic inside default engine fields actors, like shape intensity etc, however I highly recommend creating your own fields depending on what type of destructions you are making.

Let me know if this was helpfull, if not maybe somebody else has another idea.