Component hierarchy in a blueprint and collisions problem

I have a simple C++ Actor with a Box Component (as a collision component) and a mesh attached to it. This class is a base for a few more blueprints (different mesh, same behaviour). When I set physics on this box, everything works fine, physics seem to be working and actor responds to a world geometry.

The problem is, if i flip the hierarchy and a Mesh Component is a Root Component. I attach Box Component as a child (to be able to transform it in a blueprint editor) and physics stops working. There is no collision at all. Why does it happen? Does a child component always inherit collision from its parent? When I set simulating physics to true on both objects, it does not work either.

When I add collision geometry to the mesh, it collides as it should. Why it does not for Box Component only?

Ok, I think I got it. There is no sense to add separate collision box in a blueprint as it must be enabled for a mesh. When second collision is enabled they would respond to each other and float in the air.

That’s why “Simulate physics” is greyed out when one makes a blueprint.