Character can't move when stood on certain meshes

I have a mesh with a custom box collision that works as expected. The character can bump into and walk on it when I place it in the level manually. I don’t do anything to the collision just let it be the stuff I set up in the mesh. All is fine.

However when I spawn a mesh component in an actor at run time and set the mesh to be this mesh I cannot move while stood on the mesh. The character can still bump into it but if they are stood on it the can’t do anything but jump. So I kinda have to leap frog across these spawned in meshes.

I know there will be some setting I’m forgetting about for spawning a static mesh component but I can’t figure it out.

Here’s my spawn code:

	for (int i = 0; i < NumPoints; i++)
	{
		Bridge.Add(NewObject<UStaticMeshComponent>());
		Bridge.Last()->SetRelativeScale3D(FVector(0.2f, 0.2f, 0.2f));
		Bridge.Last()->SetWorldRotation(FRotator(0.f, FMath::Lerp(-180.f, 180.f, FMath::FRand()), 0.f));
		Bridge.Last()->SetupAttachment(Root);
		Bridge.Last()->SetStaticMesh(BridgeMesh[FMath::Rand() % BridgeMesh.Num()]);
		Bridge.Last()->RegisterComponentWithWorld(GetWorld());

		SpawnPoint = FMath::Lerp(LeftSide.GetLocation(), RightSide.GetLocation(), (float(i + 1) / float(NumPoints + 1)));
		Bridge.Last()->SetWorldLocation(SpawnPoint + ((FMath::VRand() * MaxRandDistance) * FVector(1.f, 0.f, 1.f)));
	}

I have tried placing the mesh scaled in level and It works as I need it to so its not a scale issue.
I have toggled the collision visiblity so I can see that it is the same box as a placed mesh when I spawn it in.
The mesh collision profile is left on BlockAllDynamic.

If you need any more info please ask.

Bump

Bump

in the collision settings for the component, is CanCharacterStepUpOn enabled?

Yep. Tried it with that both enabled and disabled and saw no difference.

Managed to workaround by spawning static mesh actors instead. Still looking for a solution to have it as mesh components.