Objects using delta time, like behaviors, can do things like "jump" through walls when the framerate stalls, because movement is basically a series of teleports that happens every frame. If the framerate gets too low, as delta time results in pixels per second moved, the gaps between "teleport locations" can jump entirely over obstacles, meaning the collision detection doesn't catch them.
The easiest solution to this is to set a minimum (or maximum, I can't remember how it's labeled at the moment) dt in the project properties (I think it's under some advanced section). Set it to something no higher than 0.1, and if the framerate stalls lower than 10 fps, the gameplay will slow as well, preventing the player from jumping through obstacles.