Spawned Actor collides differently compared to same actor placed in editor

Hey guys.

In a nutshell, I have an enemy move towards a player and when it overlaps with the player it gets knocked back a certain amount. When I place a BP_Enemy (based on c++ class) into the editor this functionality works perfectly.

I created a gamemode (c++) to spawn these exact actors on certain times and locations. I have assigned the BP_Enemy (Same as the one placed in the editor of course) as the type to be spawned in using the gamemodes bp.

The spawn works great, but the spawned actor just walks into the player and never gets knocked back. heres the thing, when debugging, my overlap bp shows the flow of code actually working and flowing into the “Knockedback” function.

The spawned enemy takes damage and everything else correctly but the collision seems to “register” but not actually work. At the same time my placed in editor enemy is working correctly in the same play.

Not sure what screenshots would be helpful here as I know the BP, c++ code, collision profile etc are working correct on the BP_Enemy when placed in the editor.

Can you check the AI Controller class is the same in both cases ?

How are you giving the enemy a controller when spawning dynamically ?

I am not using an AI Controller at the moment just moving the enemy on tick. I can confirm that the same class is being spawned though.

Extra info: It seems as the collision for my projectiles and the world etc are the same and working correctly with the spawned and placed enemy.

So the collision actually works, damage is recieved to the player, but the knockback function does not fire (even though the flow of code in the bp goes into the function) (It fires correctly with the placed in editor bp_enemy)