In the meantime, UsceneComponent::MoveComponent can be used to move a collision mesh on an object without physics but still with collision detection. You could have a duplicate collision mesh that is mimicking the movements of the physics collision mesh using MoveComponent. When you detect a collision with this secondary mesh, you can get the angular and directional velocity of the primary mesh, apply it to the secondary mesh and then enable physics on this mesh. Cache the current position of the secondary mesh and then tick. After tick, compare the new position of the secondary mesh to the cache position. That difference is now the new directional velocity of the primary mesh. And so on…
Just use collision channels to pull this off.