WeldTo() without attaching actors

Thank you for help, but I have more questions :smiley:
What do you think about Runtime Mesh Generation for that? I am not sure how handle now block positioning in that case. For example when Trace hit mesh I will recive impact point and impact normal, it will me it will me general spot to spawn but not precise space.

Second problem is how to hanlde collision if I have on large collider for whole object, so I dont know what part on body need to destroy on collision

My target is to make something similar to game: Space Engineers.