Strange Effect; Invisible colision mesh + Entity not changing the model on spawn.

Hello fp users,
I’m currently developing a prop placement tool, but I have a strange problem.
The effect is the next: I spawn the entity with a SWEP and, apart from the problem that the model of the entity remains the default one (what I do not want), an invisible “colision mesh” apears to be created with the default model.

The code of the spawning procedure is the next:
[lua]
if SERVER then
function SWEP:PrimaryAttack()
local tr = self.Owner:GetEyeTrace();
local e = ents.Create( self.SpawnType );
e:SetPos(tr.HitPos);
e:SetAngles(Angle(0,0,0));
e.Model = self.ModModel;
e:SetModel( self.ModModel );
e.ResultEntity = “prop_physics”;
e.NeedResources = {};

	if GAMEMODE_NAME == "sandbox" then
		undo.Create("Assembly Buildsite");
			undo.AddEntity(e);
			undo.SetPlayer(self.Owner);
		undo.Finish();
	end
	
	e:Spawn();
end

end
[/lua]
Also tryed changing the function to shared (Removing the if SERVER…) but nothing changes.

this is the initialization procedure for the entity itself (which is derived from base_gmodentity).
[lua]
function ENT:Initialize()

self:SetModel( self.Model );
self:SetPos( self:GetPos() );

self:PhysicsInit( SOLID_NONE );
self:SetMoveType( MOVETYPE_NONE );
self:SetSolid( SOLID_VPHYSICS );

end
[/lua]

Thanks for your time! :happy:

edit:
The solid mesh acts like a prop_physics with default movetype (MOVETYPE_VPHYSICS and SOLID_VPHYSICS) that means that I keep coliding with a “free invisible prop” that messes arround.

wrap initialize function in SERVER