Identical pawns acting different; only difference is when they were placed

So, I started on a tower defense game and made a simple enemy and an enemy spawner. I had place two enemies in the world about a week ago and have been working on them and I finally got their collision, etc. set how I wanted so I decided to place my spawner to see how the towers would work with multiple enemies. Well I noticed that the collision of the spawned enemies was different than the two enemies that I had previously placed. I was thinking that my spawner was messing with the collision but I decided to place down another enemy and his collision was the same as the spawned ones. So, I think its safe to say that the spawner is not the problem since the newly placed enemy’s collision is broke.

So, basically I place two enemies in the world a week ago who’s collision works right and a same exact third enemy—that I placed today—that’s broken. The only difference between them is their placement was a week apart.

There is this setting in a pawn

image

the default is ‘placed in world’. Does ‘spawned’ help?

I actually did try that however it didn’t work. I tried all the different options but they didn’t seem to help. Disable was the only one that seemed to get the placed and spawned enemies on the same page but I don’t need that one. I even restarted UE5 two or three times and it still didn’t work.

I just don’t understand how an enemy blueprint dragged and dropped in the world today can act different than the same exact blueprint dropped a week ago.

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So, I just looked at it again and noticed that my enemy’s collision was on ‘Blockall’ instead of ‘Pawn’. So, I switched it and now everyone’s collision is working as intended. But I’m still not sure why two identical placed enemies had different collisions. Oh well. Maybe the collision on the old enemy needed to be refreshed or something?

Thank you ClockworkOcean for the helps!

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