I made the physic simulated hammer make damage on hit event, I had to make the damage amount fixed or values were all over the place (damage amount based on velocity was not working out).
I had to build everything perfectly grid based, no touch but fitting on each other.
“World Support” does not work with destructibles only, they will hold each other in the air without being connected anywhere to a ground.
Even that resulted in big performance drops. What I did for the car is to make the front piece with a hit event which does damage but only every 0.1 secs and not to itself BP.
Destructibles are hardly meant to destroy each other.
Another problem is a strange bug where at some point some non destroyed objects don’t collide at all anymore (you can move through them) Could be that happens when a lot is destroyed already but it also happened to a few specific objects several times but they were not different to others.
The problem is that I can’t make the whole world physical simulated all the time to save performance which results in things floating in air when something under it has been cleanly destroyed.
It became pretty clear that the destruction system as it is currently is not really meant to be used to that extent, there are tons of glitches but it is a lot fun anyway. The point is that 100% of the level can be smashed to pieces and you happen to have a hammer. I made another little game, in this game you have to destroy everything around you, well, you can also choose to leave everything untouched.