Please suggest improvements to my physics-based prop system

I’m using UE 4.26, and am trying to build an efficient physics-based props system for my open world game.

So far, this is the blueprint I have come up with:

Showcase video:

  • Tick is turned off in the base prop BP.

  • I have a static mesh and a sphere collision in the base prop BP.

  • When either the static mesh is hit or the sphere collision is overlapped by anything World Dynamic, Pawn, Projectile, etc, I enable Physics on the static mesh.

  • Then I use a “Timer by Event” looping at 0.2s, which checks if the static mesh’s linear physics velocity has become 0, and if the dynamic mesh actor has left the sphere collision.

  • If both are true, then we turn physics off again.

Please suggest improvements to this setup as I will be extensively using this in my open world game. Thank you!

PS: I use Ultra Combo System for the throwing animation.
PSS: I am aware of the texture streaming pool issue and will fix up texture resolutions later.

bump?