Dynamically added components cause character to get stuck

I found an old question posted about this but he never received an answer. Basically I had to dynamically create components to add to an actor instead of using the constructor. When my character walks over the new floor component he gets stuck and cannot move. I can still jump but cannot walk across the surface. The collision also does not seem to work properly as projectiles will pass right through the object. I’m thinking its a collision setting or somehow the new object was not properly set up. I did not experience this when I used the constructor. Here is the original post:

I’ve tried changing the collision settings but to no avail. Below is the code and I would greatly appreciate help as this has really got me stuck…Literally.

			//Add Base
			SpawnLocation = FVector(0, 0, BBaseFloorY);
			BaseActor = World->SpawnActor<ABuildingClass>(BaseClass, SpawnLocation, FRotator::ZeroRotator, SpawnParams);

			UStaticMeshComponent* BaseFloorMeshComp;
			UStaticMesh * BaseFloorMesh;

			BaseFloorMesh = LoadObjFromPath<UStaticMesh>("StaticMesh'/Game/Objects/BuildingGroundFloor.BuildingGroundFloor'");
			BaseFloorMeshComp = NewObject<UStaticMeshComponent>(BaseFloorMesh);
			BaseFloorMeshComp->SetStaticMesh(BaseFloorMesh);
			BaseFloorMeshComp->SetOnlyOwnerSee(false);
			BaseFloorMeshComp->bCastDynamicShadow = true;
			BaseFloorMeshComp->CastShadow = true;
			BaseFloorMeshComp->SetRelativeScale3D(FVector(BScale, BScale, BScale));
			BaseFloorMeshComp->SetMobility(EComponentMobility::Movable);
			BaseFloorMeshComp->BodyInstance.SetObjectType(ECC_WorldDynamic);
			BaseFloorMeshComp->BodyInstance.SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
			BaseFloorMeshComp->BodyInstance.SetEnableGravity(true);
			BaseFloorMeshComp->BodyInstance.SetResponseToAllChannels(ECR_Ignore);
			BaseFloorMeshComp->BodyInstance.SetResponseToChannel(ECC_WorldStatic, ECR_Block);
			BaseFloorMeshComp->BodyInstance.SetResponseToChannel(ECC_WorldDynamic, ECR_Block);
			BaseFloorMeshComp->BodyInstance.SetResponseToChannel(ECC_Pawn, ECR_Block);
			BaseFloorMeshComp->bOwnerNoSee = false;
			BaseFloorMeshComp->AttachTo(BaseActor->GetRootComponent());
			BaseFloorMeshComp->RegisterComponentWithWorld(GetWorld());

Ok cool so after many hours I realized it was a stupid mistake. So if anyone runs into this problem later just know that NewObject is asking for an Object not a component.
NewObject(BaseFloorMesh);
Should be:
NewObject(ASomeActor);
Otherwise You run into interesting problems. I think that may have been the problem the previous poster ran into as well. Maybe this will save someone else a few hours. Ciao.