Destructable mesh with physics behaves odd

Hello, I have a problem related with physics and was wondering if anyone could help me out with it.

I have an actor composed of a destructible mesh and 3 colliders (a destructible box (Crash Bandicoot’s crate) and a top, middle and bottom colliders).
Physics are enabled only in the destruct-able mesh, because I want it to fall to gravity.

The 3 colliders in the actor are not using physics, only the destructable mesh is.

But I think there is something off with the the collision mesh being used in the destruct-able mesh. Because when placing it in the world, the boxes roll out and fall like a chair missing a leg. I believe it is because the destruct-able mesh is using the FBX Chunks I imported as the collision mesh. That would explain why my character can walk through them with little effort and stand in the middle of the box, and why they cant stack or stand straight, but I am not sure if this is the problem or how to solve it.

If that is indeed the problem, how could I do to change the collision mesh to the “Preview Depth 1” of the destruct-able object instead of the “Perview Depth 2”?

If anyone can share any light into the issue I would really appreciated it.

Thanks.

UPDATE: I just updated the text and imgs, I forgot I used blueprints to try and fix the error and that was allowing the boxes to stay in place better than they should. The images now display how they behave with the script deactivated.