Instanced/Group Object not detecting collisions?

tl;dr: I made an enemy object so that I can reuse it again, but for some reason, it stopped detecting collisions despite the object children having collisions and me putting it in the Base layer

How do I…

How do I make an enemy prefab that detects collisions so that I can reuse it across the map?

What is the expected result

Explain what should happen when you run the game.
Enemy should land on the platform. If you contact the black collision box, then should move to you.

What is the actual result

Explain what is happening instead, what is going wrong.
Enemy doesn’t detect any collision and falls through the map. How would I fix this?

Related screenshots

Project files (optional)

Insert a minimal game showing your issue in a .zip or .rar.
http s://files.catbox.moe/w m5iu7.zip

it wouldn’t allow me to post all of my screen shots so I will post them one by one

isHit function

isPlayerDetected player function

enemy functions being used in the main game event

proof that they are on the base layer

Children of a custom objects are what make the custom object visually. They are not independent objects. Children can’t be platformer characters, only the custom object as a whole can.

Custom movements are usually done with custom behaviors.
https://wiki.gdevelop.io/gdevelop5/behaviors/events-based-behaviors/

Even if those children have behaviors attached to it?

That makes sense, how would I create prefabs with object behavior in that case? Would I have to duplicate the game objects repeatedly?

I was suggesting not to use custom object at all.