Simply Spawning An Actor With Some Force? Not Working.

Hello, been banging my head against a wall for the past couple of days, but here is what im trying to accomplish: spawn an actor that has rigid body functions with some velocity in a direction, though not a projectile. Basically a kind of UT_grenade spawning, but i have looked in the code and I cannot see what happens in it’s Init() function that does all of this physics work.

It spawns, but it just floats with errors like…
**SkelMesh has: MinDistFactorForKinematicUpdate is > 0.0f and in PHYS_RigidBody. This will probably result in it falling out of the world. Component: uedpiediskgolfcourse.TheWorld:PersistentLevel.DGDisk_0.SkeletalMeshComponent_1 SkeletalMesh: DG_aDisk

Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for DGDisk uedpiediskgolfcourse.TheWorld:PersistentLevel.DGDisk_0 with skeletalmesh: NULL

ScriptWarning: Accessed None ‘PhysicsAssetInstance’**

here is my actor that i want to spawn with physics, this just has relevant functions and vars. it is called from playercontroller. Please someone help I have basically the EXACT same code for my pawn that dies and becomes a ragdoll that WORKS.
Why does it say i am missing a physics asset instance? I have one with it!


class DGDisk extends KAsset notplaceable;

function Throw(vector Dir, float Power, float Angle)
{
	
	Velocity = Glide * Power * Dir;
	Acceleration = Fade * Normal(Velocity);
	SetRotation(Rotator(Dir));
	
	SetPhysics(PHYS_RigidBody);
	SkelMesh.MinDistFactorForKinematicUpdate = 0.f;
    SkelMesh.SetRBChannel(RBCC_Default);
    SkelMesh.SetRBCollidesWithChannel(RBCC_Default, true);
    SkelMesh.SetRBCollidesWithChannel(RBCC_Pawn, true);
    SkelMesh.SetRBCollidesWithChannel(RBCC_Vehicle, false);
    SkelMesh.SetRBCollidesWithChannel(RBCC_Untitled3, false);
    SkelMesh.SetRBCollidesWithChannel(RBCC_BlockingVolume, true);
    SkelMesh.ForceSkelUpdate();
    SkelMesh.SetTickGroup(TG_PostAsyncWork);
    //CollisionComponent.SetActorCollision(true, true);
    
    SkelMesh.PhysicsWeight = 1.0;
    if (SkelMesh.bNotUpdatingKinematicDueToDistance)
    {
      SkelMesh.UpdateRBBonesFromSpaceBases(true, true);
    }
    SkelMesh.PhysicsAssetInstance.SetAllBodiesFixed(false);
    SkelMesh.bUpdateKinematicBonesFromAnimation = false;
    SkelMesh.SetRBLinearVelocity(Velocity, false);
    SkelMesh.ScriptRigidBodyCollisionThreshold = 1200.0f;
    SkelMesh.SetNotifyRigidBodyCollision(true);
    SkelMesh.WakeRigidBody();
		
	// if bump a DGGoal and this is current goal, round completed.
}

defaultproperties
{	
	bStatic=false
	bNoDelete=false
	bCollideWorld=true
	Begin Object class=SkeletalMeshComponent Name=Mesh
        SkeletalMesh=SkeletalMesh'DGAssets.Models.DG_aDisk'		
	PhysicsAsset=PhysicsAsset'DGAssets.Models.DG_aDisk_Physics'
	bHasPhysicsAssetInstance=true
	CollideActors=true
	BlockActors=true		
        BlockRigidBody=TRUE
	bCacheAnimSequenceNodes=FALSE
        AlwaysLoadOnClient=true
        AlwaysLoadOnServer=true
        bOwnerNoSee=false
        CastShadow=true
        bUpdateSkelWhenNotRendered=false
        bIgnoreControllersWhenNotRendered=TRUE
        bUpdateKinematicBonesFromAnimation=true
        bCastDynamicShadow=true
        RBChannel=RBCC_GameplayPhysics
        RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE)
        bOverrideAttachmentOwnerVisibility=true
        bAcceptsDynamicDecals=FALSE
        TickGroup=TG_PreAsyncWork
        MinDistFactorForKinematicUpdate=0.2
        bChartDistanceFactor=true
        RBDominanceGroup=20
        bUseOnePassLightingOnTranslucency=TRUE
        bPerBoneMotionBlur=true
	End Object
	SkelMesh=Mesh
	Components.Add(Mesh)
	
	Begin Object class=CylinderComponent Name=CollisionCylinder
           CollisionRadius=6.000000
           CollisionHeight=1.000000
	   BlockNonZeroExtent=true
           BlockZeroExtent=true
           BlockActors=true
           CollideActors=true
        End Object
        Components.Add(CollisionCylinder)
}


Please anyone!!!

you should try to understand why it complains about not having a physics asset

try to add this in your defaultproperties:


CollisionComponent=SkelMesh

you’ll realize all of this fails because you’re extending KAsset which has the CollisionComponent already defined as the KAsset’s SkeletalMeshComponent (and complaining that it has no physics asset and no skeletal mesh), instead of using your own skeletal mesh as the CollisionComponent
which brings the question, why do you define a new skeletal mesh component instead of reusing the existing one?