Collision stopped working after Converting into Blueprint Class

I’m using the 2D Sidescroller template. I’ve created Spike objects and duplicated them. They work as standalone objects while on the map. But once I selected all of them and convert them into a blueprint class the collision stops working.

I’m trying to create a “prefab” that I can reuse in the same and other levels.

After converting them to blueprint classes, do they still have their collision primitives defined on the imag/mesh assets?

Doesn’t look like it:

So the collision geometry was missing and you added it back in? Does it work now?

It works when I use block all on every spike object but I also have to readd the script for every spike object on hit. This is not what I’d say a prefab is. I used the convert to Blueprint Class because I read that Blueprints are UE4 prefabs. If objects retain nothing other than their looks this is useless.