spawned_actor.root_component.get_editor_property('body_instance').set_editor_property('notify_rigid_body_collision',True)
spawned_actor.root_component.generate_overlap_events = True
spawned_actor.root_component.get_editor_property('body_instance').set_editor_property('collision_profile_name','PhysicsActor')
spawned_actor.root_component.get_editor_property('body_instance').simulate_physics = True
spawned_actor.root_component.set_editor_property('mobility', mobility)
UStaticMeshComponent* RSMC = Cast<UStaticMeshComponent>(Actor->GetRootComponent());
if (StaticArray.Find(LocationId))
{
RSMC->GetBodyInstance()->bSimulatePhysics = false;
RSMC->SetMobility(EComponentMobility::Static);
}