Ingame scaling of objects turns off collision

Hey,

I’ve got a question I desperately need an answer for. I want to incorporate a scaling mechanic into a small puzzle game I’m making. actors that simulate physics are affected. With Q the player can scale an actor/object larger and with E smaller, both have a certain maximum. I want to make this seem dynamicly so the objects scales 0.05 larger or smaller every 0.05 seconds. This also makes sure that the object does not launch into the air, when I had it for like 1 every second it shot itself into the air with phenomenal speed.
But here is the big problem, why an object is scaled, only just a tiny bit, it seems the collision stops working. I can shoot the standard gun at it as much as I want but nothing happens. I also seem to walk right through it.
See image 1 and 2 for the blueprint I am currently using, image 1 is for the raytrace and the retrigger, so that it keeps growing when the player holds the button down, and the second image is the actual scaling, that checks if physics is applying and if the minimum is reached.
Img 1
http://puu.sh/ifKYq/6e1af026e6.png
Img 2
http://puu.sh/ifKYK/513a34fc58.png
Both
http://puu.sh/ifKZD/095e0f6967.jpg

Thanks so much in advance!