Making the collider change after being instantiate

I am making a building system, pretty much like in the game rust. Basically building mechanics. But the problem is when I place down the object, it still doesn’t have the collider, so I can’t build on top of since the ray cast does not hit the object, because it doesn’t have the working collider. Basically what I want to do is when I place the object, my collider is on when it’s just showing the preview the collider is off.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Placement : MonoBehaviour
{

    public Collider ObjectCollider;

    [SerializeField]
    private GameObject placeableObjectPrefab;



    [SerializeField]
    private KeyCode newObjectHotKey = KeyCode.F;
    private GameObject currentPlaceableObject;
    private float mouseWheelRotation;


    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    private void Update()
    {
        HandleNewObjectHotkey();
        if (currentPlaceableObject != null)
        {
            MovecurrentPlaceableObjectToMouse();
            RotateFromMouseWheel();
            ReleaseIfClicked();

        }
    }


    private void ReleaseIfClicked()
    {
        if (Input.GetMouseButtonDown(0))
        {

            currentPlaceableObject = null;

        }
    }



    private void RotateFromMouseWheel()
    {
        mouseWheelRotation += Input.mouseScrollDelta.y;
        currentPlaceableObject.transform.Rotate(Vector3.up, mouseWheelRotation * 10f);
    }










    private void MovecurrentPlaceableObjectToMouse()
    {

        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        RaycastHit hitInfo;
        if (Physics.Raycast(ray, out hitInfo))
        {
            currentPlaceableObject.transform.position = hitInfo.point;
            currentPlaceableObject.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);


        }
    }
    private void HandleNewObjectHotkey()
    {

        if (Input.GetKeyDown(newObjectHotKey))
        {

            if (currentPlaceableObject == null)
            {

                currentPlaceableObject = Instantiate(placeableObjectPrefab);



                {


                }
            }

            else
            {
                Destroy(currentPlaceableObject);
            }
        }
    }
}

Whats the object in question? If the mesh collider is convex you might have an error that a collider was never made.

It’s just a box collider.
And the object is just a cube platform.
@ccwiegreff