What is the best way to move an object from point A to B?

Before delving into the blueprint, here is a basic demonstration of it:

The box is being physically pushed around by the door.
The same setup with the box out of way:

This is using the Move Component To node to move the door. The move component node affects physics objects which is very nice.
image

So using this node alone, it will crush physics objects into walls and make the physics engine freak out and it launches them in a direction. I combined this with a Box Trace By Channel node to detect when the distance between the door and an obstruction is less than a value, it stops the movement.


Then the exec node is connected to the stop input on Move Component To. Here is the same demo with the trace-lines visible.

I think a better way to do it is is to use a Multi Box Trace By Channel to detect the distance of the obstruction from both sides but that is besides the point here.
Currently in the video demo shown above, the door looks like it has an automatic stopping sensor and it does not look like the box is being crushed at all… but more importantly, look at this:


The door object just clips into the rigid-body box… this disappointed me a bit… I was expecting a much better physics implementation in UE4. But maybe I’m doing it totally wrong so please let me know your thoughts on it too.
I’m struggling to simulate a crushing effect… I was hoping I could use physics simulations as much as possible but unreal doesn’t seem to like it that much…
I like to hear other people’s thought on this matter and if anybody knows a viable method to achieve something like this.