# bStartAwake = false ignored on child levels

**URL:** <https://forums.unrealengine.com/t/bstartawake-false-ignored-on-child-levels/372091>\
**Category:** World Creation\
**Tags:** UE4-13, unreal-engine, Physics, bug-report, question, CPP\
**Created:** [September 30, 2016, 6:23pm UTC](https://forums.unrealengine.com/t/bstartawake-false-ignored-on-child-levels/372091 "2016-09-30T18:23:02Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![lucasncv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lucasncv](https://forums.unrealengine.com/u/lucasncv)\
**Post date:** [September 30, 2016, 6:23pm UTC](https://forums.unrealengine.com/t/bstartawake-false-ignored-on-child-levels/372091/1 "2016-09-30T18:23:02Z")

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**Problematic Scenario**

LevelA has a simulated actor called CubeA with `bStartAwake = false`. LevelB has a simulated actor called CubeB with `bStartAwake = false`. LevelB is automatically loaded by LevelA, making both cubes visible. CubeA stays asleep, CubeB falls.

**Probable Cause**

Looking around the code, it seems that a body with `!bStartAwake` calls `RigidActor->setWakeCounter(0)` such that it sleeps as soon as possible. However, when loading a child level, while ensuring its collision tree is built, all bodies that were not already sleeping (and CubeB is effectively not) are awakened, causing `!bStartAwake` to be ignored.

**Possible Solution**

Calling `putToSleep()` right after `setWakeCounter()` seems to fix this for me. Line 4898 in BodyInstance.cpp.

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**Author:** ![anonymous\_user\_2b03d27c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2b03d27c](https://forums.unrealengine.com/u/anonymous_user_2b03d27c)\
**Post date:** [September 30, 2016, 7:17pm UTC](https://forums.unrealengine.com/t/bstartawake-false-ignored-on-child-levels/372091/2 "2016-09-30T19:17:58Z")

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Hey lucasncv-

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here [Unreal Engine Issues and Bug Tracker (UE-36683)](https://issues.unrealengine.com/issue/UE-36683) . You can track the report’s status as the issue is reviewed by our development staff.

Cheers
