How do I make my pawn hit PhysicsActors "harder"?

The math behind movement and controls in my game is pretty complicated, so I’m using AddActorWorldOffset to do movement, with a custom collision class. It works, colliding with objects gives me that subtle bounce-off that I’m looking for, and physics actors are affected by being hit.

I just want them to be affected more. I want the same velocity of impact with my pawn to push them harder, make them fly away faster, and I have no idea what to change to tweak this.

My movement:

void AFlightTestPawn::Tick(float DeltaSeconds)
{
    // [ Derive DeltaRotation and CurrentVelocity ]
    
    AddActorLocalRotation(DeltaRotation);
    AddActorWorldOffset(CurrentVelocity, true);

    Super::Tick(DeltaSeconds);
}

And my collision logic:

void TestPawn::NotifyHit(class UPrimitiveComponent* MyComp, class AActor* Other,
class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal,
FVector NormalImpulse, const FHitResult& Hit)
{
    Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
    
    CurrentVelocity = CollisionBounceFactor * (FVector::DotProduct(CurrentVelocity, HitNormal) * HitNormal * -2.0 + CurrentVelocity);
}

To be clear, I like how my pawn is reacting to the collision, I want the static mesh that the pawn hits to react more violently.

OtherComp->AddImpulse( ImpulseVectorYouWant, … );