Keeping pawns saved in memory

Collision handling override is an argument that is using an enumerator to decide what to do when spawning the actor in the case of a collision problem.

Like I said, the sentences you are saying just don’t make sense. The reason is because you are not understanding what a lot of the terminology means. You got to do some prerequisite studying - game dev is too complicated you can’t just make some assumptions about what you think some terms mean and expect that to be valid.