That is really nice to hear. But I only have access to the BETA version.
OK, I will went into this a lttle deeper. I am sorry that I did not elaborated this further before. Interactions with assets can be achieved in different states. Of course the higehst state would be a complete physical interaction with the asset but as you said this cannot be done due to limitations. I did not impled that. There are other states.
The most important interaction is the interaction in the field of view or possible field of view of the player. Every interaction outside the possible field of view can be neglected and done automatically. (Also an optimization potential)
The second state: Interaction by generating short lived 2D- Textures. An example: Henry steps into water, dirt, or dung, then he will leave footsteps
here is the pseudo-code if you like for footsteps [TimeInterval] is the amount of time henry will be able to create footsteps after steeping into different wet objects. The timeinterval also serves as a believeability factor, as after a certain time the shoes dry of and no footsteps will be generated. [LifetimeInSeconds] serves also the believeablilty as footsteps wears off.
This example code can be also used for NPC in the possible field of visiblity, for other NPCs this can be neglected. Of course there could be other in-eninge ways to do this, which might be more performant.
The third state: Interaction by (partially) destructubible meshes. The CryEngine offers destructible meshes, which break after collision with other objects e.g. (sword slashes, arrows), footsteps [piles of dung, dirt]. With some tweaking even partial destruction can be achieved by the Engine itself.
The fourth state: Interaction by particle effects. By generting short lived particle effects also some interaction can be achieved for example. The female NPCs that swipes the floor can create an interaction by simply adding particle effects, which lives very short.
The fifth stage: Interaction with non-combat damage (visual): The PC or NPC takes damages with some visual indicator be it by a small animation (head bumping, stepping into fire, retreating and showing pain or by vomiting due to posion (can be combined with particle effects and short living 2D-textures this could look very good).
The sixth stage: Interaction with non-combat damage (non-visual): The PC or NPC just takes damage without any visual indictaor it is a form of interaction but the least immersive and the least favorable:
I can and will propose soultions for interactions if wished even more technical.
I am really happy to hear this
I am not only into immersion but I think that gameplay should increase immersion and immersion should increase gameplay like the point with dragging bodies as an COMPLEMENTARY option to carrying them. As with interaction to the ground (sander marks) the player could create a false track and split enemy search groups, which create gameplay opportunities.