NVIDIA GameWorks Integration

Hello, I have 3 questions.

1 : About BLAST, I don’t know how/where to set if a chunk must block an actor like my character, depending on the size of the chunk. By default the non destroyed parts of the mesh are blocking me, but as soon as they are broken (even if they moved from 1cm), I can pass through them.

2 : Why is NVidia integrating all these Gameworks in different forks, instead of making one fork containing all Gameworks? A big studio have the ressources to modify the engine itself to use the Gameworks it needs, but for indy devs it’s more difficult…

3 : Do you know why Epic Games don’t add some of these Gameworks to the official engine? I’m thinking about BLAST that is ways better than APEX, FLEX because there is no fluid simulation, soft body simulations and physical ropes simulations… (About the rope simulation, Flex is not needed, but with Flex it’s ways easier and less bugged than the ones I saw on internet made from scratch with the official UE4)
these specific Gameworks are not optionnal graphic tools, they are useful to build innovant gameplay!