This is a minor complaint and there may be a reason for it but personally I find this quite frustrating.
Whenever I go to make a new blueprint, when I add something like a mesh, it becomes the Root of the whole blueprint. That wouldn’t really be an issue if that didn’t mean you could no longer move/resize the thing easily. I don’t understand why this happens, it is frustrating every time it happens and then I add a Scene component as the Root just so I am not restricted.
Personally I think it’d be great if either
a) The root was no different to everything else (BUT have the ability to lock things optionally)
b) Make a default root component stay when something is added with the option to delete it.
I’m not sure if this is the reason, but as a programmer I’d say it’s probably a performance thing. Every time a parent transform changes, you need to go down the hierarchy and update all of the children. Every time a child transform is updated, you need to go up the hierarchy and update the parent’s bounds (I’m talking in general; I don’t know if that’s exactly what UE is doing). It’s not a huge cost, but with lots of dynamic objects, it adds up; especially if the hierarchies are unnecessarily complicated.
I’ve never really found it to be much of an issue though - if I need to offset a component, it’s easy enough to add a scene component as the root beforehand. Personally, I’d rather add something when I need it than remove it when I don’t; but I suppose it depends on which is more common.