Is there a Spawn actor limit?

PROBLEM SOLVED:

just updating in case anyone comes across this needing help, or about to waste time answering.

I made the projectiles have simple collisions.

The 1x1x1 cube I was using isnt the basic one. It’s one in the engine files, it’s name includes xyzpiviot or something. 
When I tried more complex objects without Primatives they would spawn. I GOT COMPLEX too. I was Spawning 40 trees at a time with full materials, lighting and shadows.

playing around I found anything without primatives would spawn just fine, while it seemed that anything i tried (think they were all imported from blender) what had convex primatives would only spawn up to 4.

I copied the little cube that had almost nothing to it and moved it into a different file, renamed it. At the top i choose collisions and “simple box”.
figured it would be the easiest to calculate.

Works great. Generates hit events, bounces (I might attempt to use sphere as the bounces are admittedly very strange in behavior at this time)

My theory on this is:
Using such things as a quadproccesor there can be data being added/calculated etc in the different cores.

Attempting to calculate a primative for a really small UV Sphere with all that it entails might just take a fraction of a fraction of a second, but if one of the other cores has now processed the loop iterations…the actor spawns in the wrong place. Then when it checks the loop again it’s already completed.

if anyone knows anything about this i would love more detail. And if there is a way to solve it as it was, such as setting a processing order