ActorComponent with sub-components

Sorry to revive this topic, but this seems to be exactly what I’m looking for and still after reading all the replies haven’t figured out all my problems.

In my particualr case I’m developing a conversation system. I’ve designed an ActorComponent which you can attach to an NPC and this particular NPC will (for example) bump a message when the player walks nearby. For this kind of logic I need (among other things) a CollisionBox to detect the player.
I don’t want all the NPC’s to have this CollisionBox, only the ones that will have dialogues, so I’m trying to attach it to the Actor(Owner) via de ActorComponent in the Constructor(), with the (what I understood) same result as @Inconceivable: I can’t move the CollisionBox in the viewport (or even in the world) to adapt it’s size to the NPC.
As @midgunner66 explained I could get the NPC base BP to have this CollisionBox and from the ActorComponent side, make the logic, but this seems very confusing and I might have miss understand it.
I dont want every NPC to talk, so I won’t add the ActorComponent, but they will still have the CollisionBox for nothing (apart from the CollisionBox I need other components that will make the hierarchy of the baseNPC a mess)
Should I create TalkingNPC derived from baseNPC for those who talk? But then whats the point of the ActorComponent instead of making all the logic in the Actor?

I’m in UE5.3 and the ActorComponent is created via C++ if that changes anything.