Collision on smaller walls

Hey everyone. As you may or may not have notice my game seems to have a werid collision issue with smaller walls. I’m not sure how to go about fixing it as with most examples look for a wall or a floor, and cotrees just give leaves back. Anyone know how to maybe go about fixing it?

The collision was made using the octree code.

      #Setup the collision manager.
      base.cTrav = CollisionTraverser()
      base.cTrav.setRespectPrevTransform(True)
      #Pusher.
      base.pusher = PhysicsCollisionHandler()
      #Collision queue, this is for collision even.
      base.handlerQueue = CollisionHandlerQueue()
      #Setup the collision event handler.
      base.handler = CollisionHandlerEvent()
      base.handler.addInPattern('into-%in')
      base.handler.addOutPattern('outof-%in')
      #Enable built in physics.
      base.enableParticles()
      
      #Set up the gravity force.
      self.gravityFN=ForceNode('world-forces') 
      self.gravityFNP=render.attachNewNode(self.gravityFN) 
      self.gravityForce=LinearVectorForce(0,0,-9.81)
      self.gravityFN.addForce(self.gravityForce) 
      
      #Attach it to the global physics manager.
      base.physicsMgr.addLinearForce(self.gravityForce)
      
      #Add a actor node to the scene and then attach our collision sphere to our actor nod. 
      self.anp = render.attachNewNode(ActorNode("actor"))
      self.cnodePath = self.anp.attachNewNode(CollisionNode('CollisionSphere'))
      
      #SetUp the collision sphere.
      self.csphere = CollisionSphere(0, 0, 0, 4)
      self.cnodePath.node().addSolid(self.csphere)
      self.cnodePath.node().setFromCollideMask(BitMask32.bit(1))
      self.cnodePath.node().setIntoCollideMask(BitMask32.allOff())
      
      #Add the actor node and or collision node to the pusher and to the collision manager.
      base.pusher.addCollider(self.cnodePath,self.anp,base.drive.node())
      base.cTrav.addCollider(self.cnodePath,base.pusher)
      
      #Attach it to the global physics manager.
      base.physicsMgr.attachPhysicalNode(self.anp.node())