Can you post a small project demonstrating the issue, maybe there is some simple thing you've overlooked?
Hey! I believe I fixed it. Im not sure exactly whats going on, but its tied to the collision mask inside of the sprite. So I assumed that when you set the circle mask within the physics behavior that it just used the bounding box as a baseline for the circle(thats how other engines Ive used have handled it), but it seems that might not be the case. Construct assigned rather wonky looking masks inside the sprite editor to my sprites and I believe it was making the circles lopsided/ or at least not line up with the sprite correctly. And without being able to see the mask, there was no way to know... it worked well if the sprite was rotated to a side that was lined up well, but maybe was jutting out on the other side, hence the seemingly random collisions that made no sense. Im not sure, thats just my guess... Maybe someone with more knowledge can back me up, or explain it. Either way, it seems to be working now. And Im stoked for it haha. I was dreading starting again from scratch on another engine. Thanks so much for all the help!