Skeletal Mesh Components don't spawn PhysicsAsset

This thing is driving me crazy.
I have a character made up of 6 different meshes (head,torso,arms,legs) and they all share the base UE4 Mannequin’s skeletal mesh.
The torso acts as root for the other meshes.

sHead  = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Head"));
sLeftArm = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Left Arm"));
sRightArm  = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Right Arm"));
sLeftLeg  = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Left Leg"));
sRightLeg  = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Right Leg"));
sHead->SetupAttachment(GetMesh());
sLeftArm->SetupAttachment(GetMesh());
sRightArm->SetupAttachment(GetMesh());
sLeftLeg->SetupAttachment(GetMesh());
sRightLeg->SetupAttachment(GetMesh());

Problem is, only the torso is spawning its Physical Asset, the other skeleat mesh components don’t have collisions at all once I get into the editor viewport.
And their asset is clearly functioning, because if I change the root mesh with one of the other meshes, that one other mesh spawns its physical asset correctly

The non-root meshes have absolutely no collisions at all, they don’t even react to visibility line traces.

UE’s collision system is a nightmare for me, and this thing has been keeping me screaming at the screen for the past 4 hours…

Seems it uses the base skeletalmesh collision.

There is a workaround