I found that I could save the stages of destruction as static meshes which is amazed me technically, For now my solution will be to do one part of the destruction. Spool to the end, save that as a static mesh, refracture it and then make another cache and then model swap and play them after eachother in the sequencer. Imo an amazing option for the tools, really impressed that worked!
Not the solution I had hoped to do however, In a blank Third Person template project, the simulation playback behaves the same. I hope we get a much more accurate recordings in the future, I think it might just be too long? or too much? probably both? for chaos to handle at the moment.
Seeing more cinematic updates in 5.5 makes me hopeful for an integrated track and tool in the sequencer for the cache manager, maybe even have keyframes of the individal bones to adjust! Though I dont know how possible that would even be.
I have given up on this for now and will break down the mesh in smaller gemotry collections rather than 1 large one, and model swap between stages.
Still eager to hear any word on the intention and futrure of this amazing tool!