Would a UE5 tool for impact-based skeletal mesh reactions be useful?

Hello.
We are a student team validating an idea for a UE5 plugin/prototype related to impact-based physics/animation reactions.

The idea is to make skeletal meshes or articulated objects react more naturally when they receive external forces such as attacks, explosions, collisions, or wind, based on the direction and strength of the impact.

For example, when a character is hit by a sword, instead of switching to a full ragdoll or playing the same fixed hit animation, only the upper body or arm could react briefly while the current animation continues. A boss’s tail or wings could bend along their bone chains, or doors, hanging signs, and chains could react according to their hinge or pivot structure.

What we have in mind is not a full active ragdoll or cloth simulation system.
It would be closer to a lightweight reaction layer added on top of existing animation or movement, possibly using UE systems such as Skeletal Mesh, Physics Asset, Physical Animation, AnimGraph, or Control Rig.

Would a tool or plugin like this, which keeps the existing animation while layering physics/animation reactions based on impact direction and strength, be useful in real UE5 development?

Any feedback would be greatly appreciated.