Spawn actor on event tick stopping after 10 actors spawn

Hi everyone,

Hoping I can get some guidance.

I want to (and have partially) created a ball dropping mechanic that should forever drop balls (the balls have a lifespan of 10 seconds or so). I have created this in the level blueprint off an Event Tick. I created the same thing in UE5 and works perfectly but when trying to replicate it in 4.26.2 the ball spawner only spawns balls for 5 seconds or so then stops spawning.

Shouldn’t it continue to spawn forever on the event tick (I have a delay between the tick event and the spawner to slow it down)? Is there a setting on the BP/level/world that caps how many actors can be in the level? or possibly a collision thing where they are getting backed up and stopped?

Any help would be appreciated.

Cheers

So I replicated in a test project, worked fine. Built it again in my test level in my current project… still didnt work. built it in a current level in the current project and it works… something is messing with it in my test level… i’ll mark this as resolved

It’s most likely a collision thing - disable collision on whatever it is spawning to test it out.


Also flooding the latent system is not a good idea in the long run. Hard to debug and not the best practice. Consider a timer:

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Its Return Value allows you to manipulate it and query it for data.