Mesh bounds and collision

Hello.

I have a problem, i have two physics objects, collision and physics work ok.

In C++ if spawn the object
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT(“Static Mesh”));
static ConstructorHelpers::FObjectFinder <UStaticMesh>StaticMesh(TEXT(“StaticMesh’/Game/Desk/plane1024.plane1024’”));
Mesh->SetStaticMesh(StaticMesh.Object);

and enabled physics works ok too

but when attach(BP) to the other object seems the bounds act like the physics collision.

why? (if i not explain good enough because my bad english i can do a video for show the problem)

i setup something similar with BP and work like expected.

i made a video, its in stereo but you can see the problem

https://www.youtube.com/watch?v=z8AoBiVNVSQ