Actor not generating overlap events until hit by pawn?

I have a StaticMeshActor and a player pawn running over a network. What I’ve found is that the SMA doesn’t generate any overlap or hit events until the player collides with it, then it responds as expected.

In the BeginPlay method of the SMA I call :

StaticMeshComponent->WakeAllRigidBodies(); 

But it doesn’t seem to work. Does anyone have any suggestions?

I’m also having this problem. I managed to partially solve this by doing a 3 seconds delay after the “Begin Play”, and setting a big “Physics Linear Velocity” to the static mesh. Of course, 3 seconds is really not good, and if I lower I got some other weird behaviors that I’m not even sure how to describe. I would love to know if its a bug in UE4, or if its expected behavior.

Edit: I’m having this problem using Blueprints and UE4.8.