Collision at odd time

I was getting an error where an actor would cause collisions (overlaps) directly after spawn actor (before print in the example). Usually I need to run other functions on it before it’s ready to call collision functions.

I guess my options are to limit setup to “beginplay” or to prevent collision functions until it’s ready. Neither solution is good for me, anyone else notice this and have some insight. This makes me worried for other bugs like this.

Set the collision handling override: always spawn, ignore collisions

I appreciate the answer but it is set to that, it’s not exactly the same thing, that setting appears to just ignore blocking objects like walls.

Depending on what I’m spawning I have a level of prechecks/traces etc to verify spawn space. If I’m getting overlaps/blocks on spawn for assets that should be getting them I disable collisions on the components. On begin play → enable collision event. Event → delay → enable collision.

I don’t typically run into these issues other than specific cases in very tight confinement.

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