Directly rotating a Bone which has a physics asset body ?

I have a tank skeletal mesh and previously rotated its turret by setting a BP variable for the animation BP. It works fine.
Now I want to enable collisions for the turret and created a physical body for it in the tank physics asset which is attached to the turret bone ( see the image below ).
And now the turret is not rotated anymore!

Should I now rotate the turret by applying physics forces or is there more simple way? :slight_smile:
(the tank hull/wheels are controlled by a physics-enabled movement component).