Problem with physics when attaching static meshes to a skeletal mesh

I’m having a problem with this object, basically I have an object whose root is a case and it’s a static mesh, I would like it to be with the physics activated because it’s an object that I want to be able to move around the world and so on. Then I have a skeletal mesh in charge of making the animations for the rest of the static meshes that are attached to this skeletal mesh. Also, all these meshes are connected to a socket of the skeletal mesh. The problem is that the simulation is not the most realistic in the world and the actor goes crazy. I don’t really know how to fix this because if I leave the skeletal mesh as root, even if I activate the physics and so on, I am not able to move the object and somehow it stays static. I know that I could do it by c++ and blueprints and only applying rotations for these meshes but it is a doubt that will surely arise in the future and I would like to know how to act in these situations.

Thank you very much!