Disabling and reactivating physics on a character

I am currently working on a game with a telekinesis mechanic. The mechanic allows the player to pick up and move around physics objects with mass under a certain threshold. I am attempting to design an enemy for a puzzle with this mechanic in mind. I have an attack which stuns or disables enemies. I want to be able to pick up that enemy when it is stunned, and move it around with telekinesis. Then, after a set amount of time, it should get up and start moving around again.

The way I currently have this set up, the enemy should enables physics when I stun it, then count down from a timer. When the timer runs out, it should disable physics, get back up, and return to its path. The enemy is a capsule component with a mesh attached to it, and a character movement component.

However, instead of the enemy returning to its path normally something weird happens. The capsule collider returns to the path and goes back to moving, but the mesh that had it’s physics re-enabled stops following the capsule collider and instead just runs in place. Is there a reason that re-enabling physics on an object would cause it to stop moving with it’s capsule collider?