Looking for an Advanced Workflow for Chaos Destruction on a Building

Hi

Dataflow
If you intend to use a lot of different destructible assets and have the ability to quickly iterate and test different ways of setting them up then Dataflow is the way to go
We are using it a lot at internal at Epic Games and a lot of improvements are coming to it in future releases

Regarding the documentation, have you looked at this quick guide that was posted when UE5.5 released ?

Anchoring
Anchor fields have effectively limitations when used in modular scenarios
Instead I would recommend using the Anchored state on the geometry collection elements
A good default is to set the Anchored state on the root bone ( see attached screenshot )
This will make the geometry collection automatically kinematic without the need of a field

An anchored piece will be kinematic but is able to be destroyed and removed by external strain and damages contrary to the one with a kinematic state ( Anchor field actually set the kinematic state behind the scene )

Also Anchor state can be set/removed at runtime using blueprint function like RemoveAllAnchors, SetAnchoredByIndex, SetAnchoredByBox…

You can also set the anchor state on deeper elements in the hierarchy and as long as they are part of a cluster, this cluster will remain kinematic but will still be destructible

I hope this helps