Why is this Magic Replication Setting missing for Blueprint Actors?

First off I would like to thank the UE developer who decided to implement this magic setting for static meshes which produces near perfect physics replication.

Magic Static Mesh Replication Setting:
1

Now to my problem. As far as I know, static meshes can’t hold any values like variables and similar that you could access in Blueprints. So I decided to create an Actor Blueprint. Added the static mesh and enabled replication (see below). The result: physics simulation with the Actor Blueprint is very bad! The actor is “glitching out” with any physics interaction like pawns pushing it or physics handles. This is not the case with the magic static mesh replication setting mentioned above.

Is this a known issue? I read a couple of forum posts mentioning that UE has many flaws when it comes to actor based physics replication.

Actor (Self):
2
DefaultSceneRoot:
3
Static Mesh:
4

I found the easy solution. Instead of using the default blueprint actor. I had to search for “StaticMeshActor” and that actor contains the magic near perfect replication setting as expected.