I finally solved it!!! And of course i share my solution:
Franktech comment actually helped…even if he doesn´t say possible solutions it make me think that this problema might had not been caused by mesh physics.
The problem was caused by “deflect when collinding” this is part of FlyingPawn in the Event Graph, it allows the ship to make this physic reaction and change position when during flight it hits something, the problem is that it was actually making my ship to move when in the floor my character hits it.
Solution: I created a Branch between Event hit and set actor rotation in “deflect when colliding”, then i added as condition a boolean variable (get), then in my characterBP i added at the end of my possesion of the ship the same variable (set), this means when my character is not in possesion of the ship, “deflect and colliding” wont work, unless my character is in possesion.