Hi,
You can always spawn a hidden object with disabled collision (in case it could interfere with something else) and set it up with the Construction Script - the actor has access to its own components here.
I did consider spawning a kinda “temp” one first, and then grabbing the values from it, but that seemed a bit wasteful, as once I had the values I’d just be throwing it away again. I kinda assumed that I’d be able to just access the “class” of the Blueprint, the BoxCollision component being a part of that, and then just access the values that had already been set, albeit not instantiated.