Super New!!! Adding actors to scene not going as planned

As stated, I just started a couple days ago with physx. I’m learning how to add static planes(working fine). Also static and dynamic boxes. I first added a dynamic box 10 units in the air and it falls just right and lands on a plane. Then I tried to add a static box to get in the original boxes way as it falls. The second static box should be positioned right on top of the plane but it seems to be positioning it relative to the dynamic box. So if I set the PxTransform p=PxVec3(0.0,1.0,0.0); it is positioned 1.0 units up from the dynamic boxes center. Instead of 1.0 units up from world origin.

for dynamic box creation IsDynamic=TRUE, FALSE for static:

PxTransform BT;
      BT.createIdentity();
      BT.p=PxVec3(NewEntity.Pos.X,NewEntity.Pos.Y,NewEntity.Pos.Z); 
      BT.q=PxQuat(0.0,0.0,0.0,1.0);

      PxBoxGeometry BG;
      BG.halfExtents=PxVec3(NewEntity.Verts[0].X,NewEntity.Verts[0].Y,NewEntity.Verts[0].Z);

      if(!BT.isValid())
      {
       PRINT_ERROR("BOX TRANSFORM NOT VALID");
      }
      else
      {
       if(NewEntity.IsDynamic)
       {
	NewEntity.Dynamic=PxCreateDynamic(*World,BT,BG,*NewEntity.PMaterial,1.0);
	if(!NewEntity.Dynamic)
	{
	 PRINT_ERROR("DYNAMIC NOT CREATED!!!");
	}
	int SCount=(int)NewEntity.Dynamic->getNbShapes();
        PxShape** SBuffer=new PxShape*[SCount];
        NewEntity.Dynamic->getShapes(SBuffer,SCount,0);
        
        for(int Counter=0;Counter < SCount;Counter++)
        {
         SBuffer[Counter]->setFlag(PxShapeFlag::eSIMULATION_SHAPE,true);
	 SBuffer[Counter]->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE,true);
        }
	PxRigidBodyExt::updateMassAndInertia(*NewEntity.Dynamic,1.0);
	Scene->addActor(*NewEntity.Dynamic);
       }
       else
       {
	NewEntity.Static=PxCreateStatic(*World,BT,BG,*NewEntity.PMaterial);
	NewEntity.Static->setActorFlag(PxActorFlag::eDISABLE_GRAVITY,true);
	Scene->addActor(*NewEntity.Static);
       }
       Entities.push_back(NewEntity);

Any help is greatly appreciated

just got the visual debugger up and running and it runs fine in that. Weird. Must be I’m rendering it wrong in my application

Never mind. I’m an idiot. Got so busy worrying about physx I forgot to manage my opengl matrices properly. Was using opengl’s matrix for positioning but didn’t reset in between drawing the 2 boxes