Physics/collision stops pushed objects on edge

I make my puzzle physics-based game and here is a problem I can’t solve.
I’m trying to push physical object “box” from “floor” to the “elevator rooftop” but object stops on the edge, where one object ends and another starts.

Objects are placed perfectly

335662-1.png

I am using simple box collisions and don’t know even why it happens. Any ideas how to push object from one to another smoothly without stucking?

I was struggling with the same issue so I’d like to share the possible solutions I have found.

  1. Do not use physics for a pushable object. Just alter its location in code/blueprint when the character pushes it. With this approach, using an elevator requires extra logic, or maybe turning physics on/off.
  2. Add slightly protruding sphere colliders to the bottom of the pushable object. This is the solution I used myself. It’s not perfect since the object jumps a bit on the edge between the two “floors”, and becomes slightly hovering above the floor, but it’s much easier to implement.

Yes, your solution should work, thank you for the answer and I’m sorry that I’m answering so late. I’ve found physics-based solution literally the next day, but I didn’t post the answer here, because, as far as I understood, no one needs it. And in general, I rarely appear on this resource, because I have already more or less learned to find solutions myself)
Anyway for feature generations my solution was this: you need to get into the project settings and play with the settings in the screenshots.