Give Physical Assets attributes with blueprints?

I have a robot character that I’m breaking apart by using the Break Constraint bp on bone hit. Is there a way to assign properties to the parts of the mesh that break apart, or feed the part that broke off into an actor blueprint? Like if the arm breaks off the player can use that as a weapon and deal 10 points of damage. If the head breaks off, that can be used as a weapon that gives 5 points of damage, etc.

Right now I’m hiding the bone that’s hit and spawning an actor at the socket location. This is going to take a lot of setup to work (I’m foreseeing the need to rig each possible body part combo that can break off, create physics assets, and so on), so I’m wondering if I can take advantage of the built-in physics assets and sort of turn them into actors without spawning anything new. Thanks!