Do you mean parkour?
A (good) parkour system is mostly a combination of a tight animation system, good programming, and sensible controls. Physics plays a slightly lesser role. Mostly, you’ll be using the physics system to check for collisions, likely, to see if something is a wall to hang on or a waist-high block to jump over, for example. Of course, whenever your character is in the air or if it ragdolls, that’s also work for physics simulations, but UE’s should be more than enough to handle it. You would also have to do some major studying if you wanted to make any changes to the engine.
For the building, it depends on what you want to happen. Currently, the system works well for either completely shattering an object and/or shattering based on force in targeted locations. If you want to be able to cut the building and have it fall apart in a very specific way, then you’d have to do some complex custom stuff.
So, the short of it is that UE’s physics should work fine for what you’re looking for.