place a bunch of cube static meshes above the RealtimeMeshBasicUsageActor
enable simulated physic and gravity on the SM cubes
result
The SM cubes falls through the RealtimeMeshBasicUsageActor and lands on the bottom inside face of RealtimeMeshBasicUsageActor. Hopefully this image can better illustrate the issue:
repo setup
result
The SM cubes falls through the RealtimeMeshBasicUsageActor and lands on the bottom inside face of RealtimeMeshBasicUsageActor. Hopefully this image can better illustrate the issue: