physicBoxCollider-node moved runAction sometime ignore collision?

Anyone has experience handling a physicBoxCollider-node character - being moving with runAction() - that SOMETIME doesn’t wake up when hitting another physicBoxCollider-node?
(sometime it wakes up but sometime goes directly through the same object)

I dont know how the engine handle 2 different moving trends (ccAction vs physic) applied to a single node
Please anyone can explain me the mechanism behind?

try to set the RigidBody type to Animated.

@Karg When I set the type=animated only to the node that runAction then it went directly through other rigidBody, no collision.

When I set type=animated to all rigidBodies then the situation turned to the original case I’ve faced. The 2 nodes sometimes collided but sometime went direcly through each other.

I want they to collide all the time, how do I do?