Corrupt collision?

Hey! So I have some trigger boxes that trigger on character overlap and I was done with their functionality a loooooong time ago and they been working fine all along.
Recently I had some packaging and cooking issues and cleaned up my project (deleted temporary files, and rebuilt it) and now all of a sudden these trigger boxes seem to trigger despite the character being nowhere near them, if I run the game more than once in editor. Is this a known issue with a known fix?

Do you use an AActor as a param for the function? If so log what actor is coming in to triggering them. If you shoot them do they activate?

I’ve changed the collision channel to custom, then back to trigger, and now it works as expected again, I think something strange happened where it triggered with other actors than the player being present.

The weird thing is that it worked perfectly the first time the game started, then would glitch as if the character had infinite collision each subsequent play (it only triggered once the player moved, but show collision showed all the volumes where expected), but only for the purposes of the offending trigger.

Now I can’t replicate the issue, so I can’t log what was going on, but I’ll be sure to do so if it starts happening again.

if you shoot them with a projectile it will activate them, just use a check that if its a projectile return;

I have custom projectiles with custom channels that are only triggered by custom pawns and world static (eveything else ignores them), so I know that’s not the issue. I can fire in the area just fine.