Muliple triggerBox's are being triggered simultaneously

I have a simply circular room (von-braun style space station) and to get around the “cant go upside-down” issue, when the character gets to the door at the end of a compartment there is a door and a trigger. The Trigger rotates the room 60 degrees then teleports the player to just inside the next compartment. So now player is back at that start of the new room and the “active compartment” is always at the bottom. (6 compartments, so each is at its own 60 deg spot in the tube). This all goes around till the 6th room leads to the 1st room.

Anyway, this works fine for the the 2 room directly adjacent to the start room (rotations, 0, 60 and -60)

But something strange happens when I go to the third room then go back to the 2nd. 2 triggers are activated simultaneously and it starts teleporting my player all over the place activating even more triggers after that. ( I have placed debug print strings and time codes to see that the first bug is at the exact same time, then other triggers are because the player stars “falling” other triggers)

I think its something to do with the rotation of the station and the tirggerboxes. Since each room has its own room triggers, the triggers rotate with the room… but I have “Teleport Physics” ticked in my “Set Actor Rotation” (which rotates the station). And I also have “Teleport” ticked on my “Set World Transform” (that teleports the player). So I dont know how the triggers can be moving into the player… or how the player can be moving through other triggers.

I guess my question is, does anybody have any insight as to how multiple triggers are activating during the rotation?

I wonder whether it’s the rotation of the bounds / extents to blame. Type this into the console:

ShowFlag.Collision 1

Play. Rotate the hamster wheel as you do, observe results. What do you get?

Hi. I appreciate your reply - thanks for that, Im sure I can use that in the future.

However, while I was waiting for my post to be approved, I have been playing around. Im pretty sure its to do with the player moving “through” the other triggers when the station was rotating.

I changed my set up to only have 2 triggers. 1 for exiting left and and for exiting right. And Depending on what room you are in, the trigger stays put but tells the hamster wheel to rotate to the desired degree. And since the rooms are all the same size, the doors would always be where the 2 stationary triggers are. This still did not fix it. So then spent ages trying to force the wheel to turn in specific directions so as not to spin to the new location in a direction that would “drag” the player through the other trigger… but to no avail.

In the end, I am simply turning off the other trigger as soon as the player enters a trigger. Then delaying 0.2 seconds and turning it back on. This works. And I can now do a full “lap” of the wheel in either direction.