Why is the floor in the 3rd Person Template under World Dynamic?

I have a 3rd person template scene in Unreal 5.6, where I’ve set up an input action to print the name of the actor I overlap when I press F. I’m using a Sphere Overlap Actors node, with the Make Array node set to the World Dynamic type.

It prints the name of blueprints I’ve built just fine, but for some reason, it prints the name of the base floor in the scene. I understand the floor is a World Static type, so why is it printing when I trigger my action? I also have a debug sphere so I can visualize the collision radius.



And I see that the floor is an engine asset, but it looks like here it’s a static mesh.

What’s weird is that it doesn’t print anything for the middle platform or any other objects that are built into the template. So what’s up with this?

It does block “World Dynamic” in the collision preset, I think that this will make it answer to any traces that looks for World Dynamic Object.

What’s the collision preset for the middle platform?

I don’t get this at all, because both the green platform (cylinder mesh) and the surrounding platforms look like they’re they have the same collision settings, but they won’t print when I press the F key even though they’re in range of the sphere.


what’s your sphere overlap set up?


Here it is. The door event and casting isn’t so important, so for this problem it can be ignored.

Ok I’ve just tested it that should not return any hit on WorldDynamic.

I realised that the screenshot of the floor above was the SM and not the instanced actor in the level, can you look for the collision set up in Level as such:

I already browsed to the asset and then opened it (it’s an engine asset I also noticed). And I also posted the collision settings already.


Exactly, don’t browse to the asset but check the collision settings in the level, from the actor you selected in the outliner.

Ah, how do I check that in the level? My apologies I’m still a bit new to Unreal.

Like this:

2025-07-10 06-50-38.mkv (4.8 MB)

1 Like

in the level, click on the floor, then look at the details panel, scroll to collision.

2 Likes

I see!! This solved it! But then, I’m curious why the mesh itself is static and then the instance is dynamic. Is it similar to materials where you can set a default but then override it?

1 Like

Unreal is like that, you can override things at every step.

It’s just about keeping it in mind.

Thank you so much!!