Spawning a Pawn with PaperFlipbookComponent + BlockAll + SimulatePhysics set in the constructor causes EncroachingBlockingGeometry to fail — the overlap query hits the Pawn's own physics body.

I’m building a 2D game with Paper2D. My Pawn has a UPaperFlipbookComponent set up in the constructor:

AMyPawn::AMyPawn()
{
    RenderBirdFlipbookComponent = CreateDefaultSubobject<UPaperFlipbookComponent>(TEXT("Flipbook"));
    RenderBirdFlipbookComponent->SetupAttachment(RootComponent);

    RenderBirdFlipbookComponent->SetCollisionProfileName(TEXT("BlockAll"));
    RenderBirdFlipbookComponent->SetSimulatePhysics(true);

    static ConstructorHelpers::FObjectFinder<UPaperFlipbook> BirdFlipPath(
        TEXT("/Script/Paper2D.PaperFlipbook'/Game/Animations/PF_RedBird.PF_RedBird'"));
    RenderBirdFlipbookComponent->SetFlipbook(BirdFlipPath.Object);
}

Spawn fails every time:

LogSpawn: Warning: SpawnActor failed because of collision at the spawn location
[X=-230.000 Y=0.000 Z=0.000] for [MyPawn]

What I’ve Tried

Here’s where it gets interesting. I isolated the variables:

Test Result
Remove SetFlipbook :white_check_mark: Spawns normally
Remove BlockAll :white_check_mark: Spawns normally
Remove SimulatePhysics :white_check_mark: Spawns normally
All three present :cross_mark: Spawn fails

I then deleted everything from the level — no floor, no walls, nothing but a PlayerStart. Then I raised the PlayerStart to Z=132. Still fails. An empty world at Z=132 — the only physics body anywhere near that position is the Pawn’s own.

It still makes mistakes, it’s too strange