Sure, here is a step-by-step plan to implement physics-based animations in your game:

1. Create a physics asset for your character: In the Skeletal Mesh editor, click the "Create Physics Asset" button in the toolbar to open the Physics Asset Editor. Here, you can add physics bodies to your character by right-clicking on the editor and selecting "Add Body". You can also add constraints between the bodies to govern how they move.

2. Set up physics-based animations: In the Anim Blueprint, create a new node for your animation state machine with the "Physics" blend type. This will allow you to use the physics bodies you set up in the physics asset to animate your character.

3. Enable physics simulation on your character: In the Blueprint editor for the character, check the "Simulate Physics" option under the "Movement Component" category. This will enable physics simulation on your character.

4. Apply forces to your character: You can now apply forces to your character to simulate hitting it. For example, if you want to apply a force when your character is hit by a projectile, you can use the "Add Impulse" function in the projectile's OnHit event to apply a force to your character.

5. Test and refine: Test your game to see how your character reacts to being hit. You may need to refine the physics bodies and constraints in your physics asset, and adjust the forces you apply to your character, to achieve the desired effect.

I hope that helps! Keep in mind that this approach can be more technically complex than animating each hit, but it can produce more realistic results and give you more control over how your character moves.
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