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problem with collision of spawned actor

hi guys!

premise, I'm developing a game 2d top down. I created a class called room. If the editor drag and drop my class in the level, everything works fine. But if I create the class at run time, it does not collide in right way with the player. I checked all the preset collision and are setup in the same way into both cases.

sry for my bad english

edit: in the class there are some invisible boxcomponents that serve as walls of the room. These work perfectly. The problem is with the player's movements. After the player receives a movements input, it will not stop, as if he could not collide with the floor of the room.

Spawner code:

 // Fill out your copyright notice in the Description page of Project Settings.
 #include "HeoressDoodle.h"
 #include "LevelGenerator.h"
 // Sets default values
      // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
 // Called when the game starts or when spawned
 void ALevelGenerator::BeginPlay()
 // Called every frame
 void ALevelGenerator::Tick( float DeltaTime )
     Super::Tick( DeltaTime );
 void ALevelGenerator::SpawnStartRoom()
     UE_LOG(LogTemp, Error, TEXT("SpawnStartRoom--->STARTED "));
     UWorld * World = GetWorld();
     if (World)
             StartRoom = World->SpawnActor<ARoom>(ARoom::StaticClass(), FVector::ZeroVector, FRotator::ZeroRotator);
             if (StartRoom)
                 UE_LOG(LogTemp, Warning, TEXT("StartRoom --->IMPOSTATA "));
                 UE_LOG(LogTemp, Warning, TEXT("nome StartRoom :  %s"), *StartRoom->GetName());
                 UE_LOG(LogTemp, Warning, TEXT("StartRoom --->FALLITA "));
     StartRoom->Attiva = true;

Product Version: UE 4.13
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asked Dec 04 '16 at 06:54 PM in C++ Programming

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