Child of physics pawn won't collide with world

Basically I have two parts to this, a gyro which is physics enabled. And the hull Which serves as the main static mesh for the vehicle. Which is simply a child of the gyro, and not physics enabled.

Currently the hull only seems to collide with physics enabled actors and nothing else in the world.
If I make the hull a physics enabled object it regains it’s collision with the world, but of course essentially looses it’s parenting to the gyro. I’ve attempted to use physics constraints to keep the two together but it always resulted in very janky movement and the rotation controls for the hull, that are independent of the gyro, started to affect the gyro.

I’ve also tried to rework the script to have the hull as the parent but to no avail. Partly as it’s pretty important that the gyro is the parent as it handles all the interactions for suspension and re-orientation for turning etc.

Thing that just confuses me the most is why a non physics actor will refuse to collide with anything but other than physics actors, even though it’s set to block everything.

Got a couple of screenshots and even a quick youtube clip to help get the idea of what’s going on.

Edit: Updated to newest engine version, which now has the capability to weld collisions, this is working as a band aid fix for now, but it means when I roll the hull of the vehicle the collision doesn’t update. Ie. It maintains it’s wide flat profile rather than spinning aroiund to be tall and narrow.

http://puu.sh/ctWRK/910e866313.jpg

http://puu.sh/ctWRa/83f68ca471.jpg