Physics go haywire and inconsistent when using "RecreatePhysicsState"

and thisis the error I currently get:

+		Primitive	0x0000021a7926b040 (Name=0x0000021a3991f9c4 "VehicleMesh")	UPrimitiveComponent * {UE4Editor-Engine.dll!USkeletalMeshComponent}
+		Primitive->Bounds	{Origin={X=nan Y=nan Z=nan } BoxExtent={X=nan Y=nan Z=nan } SphereRadius=nan }	FBoxSphereBounds
+		Primitive->Bounds.BoxExtent	{X=nan Y=nan Z=nan }	FVector
+		Primitive->Bounds.Origin	{X=nan Y=nan Z=nan }	FVector
		Primitive->Bounds.SphereRadius	nan	float
+		UpdateParams	{Scene=0x0000021aa0340440 {World=0x0000021ae8e10b80 (Name=0x0000021a3991ec4c "TestMap") FXSystem=0x0000021aee6334c0 {...} ...} ...}	FScene::UpdatePrimitiveTransform::__l17::FPrimitiveUpdateParams
+		UpdateParams.LocalBounds	{Origin={X=nan Y=nan Z=nan } BoxExtent={X=nan Y=nan Z=nan } SphereRadius=nan }	FBoxSphereBounds
+		this	0x0000021aa0340440 {World=0x0000021ae8e10b80 (Name=0x0000021a3991ec4c "TestMap") FXSystem=0x0000021aee6334c0 {...} ...}	FScene *

it seems like the bounding box doesn’t get generated when I use the RecreatePhysicsState.