Take damage, destruct mesh if damage is enough:

// Take damage
UFUNCTION(BlueprintCallable, Category="Components|Destructible")
virtual void UDestructibleComponent::ApplyDamage(float DamageAmount, const FVector& HitLocation, const FVector& ImpulseDir, float ImpulseStrength) override;

// Take radius damage
UFUNCTION(BlueprintCallable, Category="Components|Destructible")
virtual void UDestructibleComponent::ApplyRadiusDamage(float BaseDamage, const FVector& HurtOrigin, float DamageRadius, float ImpulseStrength, bool bFullDamage) override;