Static Mesh Children Collisions

So I have a pawn with a static mesh component. On begin play I attach actors to the sockets of that static mesh component. The actors I attach also have their own static mesh component. The base static mesh component on the pawn collides with stuff just fine, but the static mesh components on the attached actors have no collision. Even though their collision settings are identical to the base static mesh component. All the static meshes have the same setup with collisions enabled and primitives added. Is it possible for child static meshes to even collide, or do they defer collision to the parent they’re attached to?
I even tested the collision of the static mesh components on the attached actors standalone (not attached to the sockets of the base static mesh component) and the collision worked fine.

I’ve been working on this for a few weeks on and off, I’m trying to build a component based damage/collision system for ships. For the life of me I haven’t been able to figure this out and I’ve tried a bunch of different configurations. For now I settled on having the collisions of the static mesh components on the attached actors be query only and put a box collider around the ship. The box collider ignores projectiles allowing the attached actors to be damaged. And the box handles physical collisions. If anyone has any advice I would really appreciate the help.