How can I reset the relative transform of a mesh component that was previously with simulated physics?

Hello,

I would like to know how can I set again the relaive transform of a mesh.I previously set simlate physics in the mesh and the unset it. So when actor updates its position the mesh remains in the same place.

		GetOwner()->SetActorTransform(transform, false, nullptr, ETeleportType::TeleportPhysics);
		Mesh->SetWorldTransform(transform, false, nullptr, ETeleportType::TeleportPhysics);

SetWorldTransform with the mesh works with meshes when I don’t need to modify its position in the blueprint but in others don’t because it doesn’t apply the relative transform in the mesh.

Good Bye.

I think that I discovered the problem, the component seems to have disattached so I attached again and set the relative transform again.

if (!attached)
		{
			Mesh->AttachToComponent(this, FAttachmentTransformRules::KeepWorldTransform);
			Mesh->SetRelativeTransform(relativePos);
			attached = true;
		}

Sorry for the trouble