Collisions dont propagate thru all colliders

ive made a test area for colliding two or more spheres, and for whatever reason the spheres dont always react to the same collision event with eachother.

so heres the setup, two balls of equal radius mass and speed, one ball is moving in the x axis and the other in the y axis.

eventually they collide, and occasionally only one of the balls will react to the collision correctly.

its as if the first ball to collide is relocated outside of the collision radius of the other and therefore the second ball doesnt react as it should.

so is there a way to either make collision detection talk to both colliders correctly via blueprint or do i need to actually program this? (im a c++ noob so blueprint solution would be preferable)

thx in advance :slight_smile:

to redefine the issue and request an answer.

i have two separate spheres objects, each using projectile movement to move about and bounce off of each other.

Why dont the spheres bounce off of each other consistently? some times both bounce correctly off of each other and sometimes only one bounces correctly. both bounce off of static objects just fine, and i have both spheres constrained to the z axis (as in no z movement at all)

the problem becomes even more evident at 3+ Spheres

why does this happen, is there a method to fix it? any help?