Simple Vs Complex collision

Hopefully I explain this well enough but my soda actor can gets spawned in with the other stationary soda cans in a vending machine. But when i play the game my soda actor gets thrown out the machine like it was trying to adjust the position so its not overlapping anything. But its clearly not. Any idea as to why? ( I shrunk my soda actor down to show that its clearly not touching anything when its spawned.

I changed the collision complexity from “use simple collision as complex” to “use complex collision as simple” which stops the actor from being thrown out but it restricts my ability to move the actor.

Complex collision is basically per-polygon collision.
It is automatically generated when you import your mesh.

Simple collision is one or more concave shapes that roughly represent the object.
i.e. capsules, spheres, cube.

Most of the time, it is better to use simple collision for the physics system to keep it fast and responsive.

In the situation you describe, there is a good chance the simple collision shape(s) are not representing the shape of the can very well, hence all the overlapping and odd physics.

If you open up the mesh, there are options to view and edit its collision mesh.