Weird physics on Skeletal Mesh

I’ve been having trouble understanding the Physics Assets on Skeletal Meshes. I made a really simple baseball bat mesh in Blender and exported it to Unreal. Normally, I’d assume a baseball bat would be a static mesh. However, I exported the mesh as skeletal since my weapons’ blueprints ask for skeletal meshes.

I understand skeletal meshes need physics assets but I’m not too sure how they work. I set up mine like this:

In my game you can throw your weapons, so they should have realistic physics. However, when the bat is thrown, it stays mostly in a vertical position and it takes a lot of time for it to rotate and lay flat on a surface.

Is there something I’m missing?