It’s not a component, it’s an actor being attached to a point on the skeletal mesh, right?
And you made sure your skeletal mesh has NO collision, all ignore, on each gun, correct?
Interesting that it fights, definitely acting as if it’s got collision, but not physics as the character would push it away. So the issue is that physics IS active when you start the game, but upon deactivation from being picked up it won’t RE-activate. Do try to re-enable gravity, and look into making a physics asset that can be used across all of them- a simple box would do, probably.