Here's an advanced grass interaction system that will let you physically interact with the grass in a very satisfying and performant way. It's available as a Tier 3 reward on my Patreon: https://www.patreon.com/GhislainGir
It has limited support for other actors and also lets you interact with the grass with custom effects, like explosions and such.
The system is really easy to use but requires you to know how to bake pivots (using tools like pivot painter) in case you want to use this system with your own grass mesh.
It's performant, GPU cost is ~0.2ms on a 970GTX for the first render target and ~0.1 for the second (optional) one. Grass material cost will vary based on how you sample and use those two render targets in your material.
CPU cost is very good as well: the system uses a single blueprint actor component that you need to add to your character/pawn. It does tick to update a couple of parameters into a material collection and call the draw function for the render targets but that's it. It does a couple of things using two timers but those do not tick at a high frame rate. It calls a blueprint interface function to dialogue with your own pawn and nearby actors to know the context of a grass interaction so overall it's very performant and the blueprint cost is very well managed.
Deep dive into the system: what it's capable of, what its limitations, how to use it and how it works
Quick demo.