If all of the meshes are configured as BlockAllDynamic then they will block all traces that include the WorldDynamic channel. It sounds like the destructible mesh’s collision geometry might not exist. Try running the game and showing all collision to make sure there is a collision mesh being loaded. “show Collision” from the ` command console.
I know that enabling physics on Apex destructibles does weird things to the collision, which is why I swap out a static mesh for the destructible only when it is being destroyed.
Also make sure that the “Can Character Step Up On” select is set to “On” or the character will not automatically step up onto the mesh.