Hey there @Thupamoloo! Welcome back to the community! So the player ignoring the collision at high speed is consistent with regular collisions, so that information won’t change much other than rule out movement vector shenanigans.
To circle back, let’s see if the player itself can output what it’s colliding with. Have the player print out everything it overlaps and everything it hits. When making contact with the collision (if it is a collision) it should tell us which object is causing it and we can work from there. You can also try a multitrace on tick to the front of the player and walk into it and print the name of the object hit.