If you are stuck looking at the code will often give you some clues.
for (UPrimitiveComponent* Component : Components)
Usually there is only one mesh associated with an actor that can be found with AActor->GetRootPrimitiveComponent() which can be null.
DisableComponentsSimulatePhysics() Sets the physics body component response from simulated (respond to gravity and collisions with other simulated objects) to kinematic (only move when you move them).
There is a performance hit involved in doing this (not something you want to do every frame).
What is it that you are actually trying to do?
Other options you might want to look at include putting physics objects to sleep until something else hits them:
MeshComponent->IsAnyRigidBodyAwake(), MeshComponent->WakeRigidBody(), MeshComponent->PutRigidBodyToSleep() etc.
Turning off collisions:
MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly), MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics) etc.
Or something more advanced with custom collision response channels.
Hope this helps…