setTimerByEvent Time causes physics issues

Hi all !

My problem:
When changing the value of the “time” component of Set Timer By Event, the physics of the objects is partially disabled

(Can’t post pics, so you’ll have to deal with a google link, sorry guys…)
https://drive.google.com/drive/folders/15b-VOhqXeqX9B4vHHdd0Eo6ytVvp_Me2?usp=sharing

Context : (File 0)
I’m working on a project where i want a room (giant box) to rotate 180 degrees every 1min for example. And the objects inside (blue boxes) to move freely according to physics and gravity.

I’m new to Unreal Engine so I’ve started working from the template “1st person” because starting from scratch is basically impossible for me ahah

Room rotation : (File 1+2)
With some tutorials, I’ve come up with this set up to trigger the rotation of the room
Currently, the rotation speed (timeline node) is 5sec to do a 180

First video (File 3) : Set timer by event → Time = 3 sec
The blue boxes collide with the giant box, normal behavior

Second video (File 4) : Set timer by event → Time = 10 sec
The blue boxes fall to the ground when launching the game (so physics seems to work), but when the room starts to rotate, the blue boxes behave as if “use physics” was disabled (they stand still, packed together)
I tried replacing the setTimerByEvent with a Tick Event+delay node but the same things happen

(Files 5+6)
I’ve tried changing the collisions boundaries, changed the modes for “collisions complexity” , ticked “use CCD”, and even tried playing around with the values for “Collisions Pair Iterations and Collision Max Push Out Velocity” in the Project Settings, nothing worked.
Maybe there is something i’m doing wrong with the timeline node or the set timer by event… I don’t see why it’s working with 3sec but not with 10sec

Anyway, it’s been 2 days and i’m running out of ideas for this problem (and keywords for Google searches lol), any help will be highly appreciated :sweat_smile:

Thx for your time, have a nice day ! :grinning:

Welp, i eventually found the problem, it’s an issue caused with the Chaos Physics RigidBodies where if objects are put to sleep mode, they stay in that state. Luckily, there is a “Wake Rigid Body” bp node to manually change the state