Child Actor Component breaks parent Actor 's movement

I am having the same issue. My use case is I am trying to make mech characters with swappable weapons as arms. I need to add the ability for players to swap out these parts, and the visuals, the collision, and the firing code all need to be different and swapped out to coincide with each part swap. Hence attached child actor components are what I am using cause I can easily get the child actor component, cast to to a weapon base and trigger a “shoot” function that each child of that weapon base can implement differently.

However, these attached actors are interfering with movement. If I place them far enough out, there is no issue, if they are fairly close it can slow the character, and if they are attached very near the existing character and their mesh and collision capsule, they can completely block all movement entirely?

How is this functional? Attaching a swappable weapon to a character should be very basic functionality, why on earth is the movement component reacting this way to attached actors?