Problem with collision of spawned actor

hi guys!

premise, I’m developing a game 2d top down. I created a class called room. If the editor drag and drop my class in the level, everything works fine. But if I create the class at run time, it does not collide in right way with the player.
I checked all the preset collision and are setup in the same way into both cases.

sry for my bad english

edit: in the class there are some invisible boxcomponents that serve as walls of the room. These work perfectly. The problem is with the player’s movements. After the player receives a movements input, it will not stop, as if he could not collide with the floor of the room.

Spawner code:

// Fill out your copyright notice in the Description page of Project Settings.

#include "HeoressDoodle.h"
#include "LevelGenerator.h"

// Sets default values
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;


// Called when the game starts or when spawned
void ALevelGenerator::BeginPlay()

// Called every frame
void ALevelGenerator::Tick( float DeltaTime )
	Super::Tick( DeltaTime );


void ALevelGenerator::SpawnStartRoom()
	UE_LOG(LogTemp, Error, TEXT("SpawnStartRoom--->STARTED "));
	UWorld * World = GetWorld();
	if (World)
			StartRoom = World->SpawnActor<ARoom>(ARoom::StaticClass(), FVector::ZeroVector, FRotator::ZeroRotator);
			if (StartRoom)
				UE_LOG(LogTemp, Warning, TEXT("StartRoom --->IMPOSTATA "));
				UE_LOG(LogTemp, Warning, TEXT("nome StartRoom :  %s"), *StartRoom->GetName());
				UE_LOG(LogTemp, Warning, TEXT("StartRoom --->FALLITA "));
	StartRoom->Attiva = true;