collision scaled incorrectly

I’m trying to create randomly movement objects in box, but i need to scale this actor in real time. I was try to make it with physic actors, but it has to many problems with detaching when enable/disable physic simulation. Now i am using niagara emitter with collision module. And saw, that’s the collision work wrong when i scale actor, like scaling applying twice for collision boxes.
Is somebody know something about it or can point on my mistake?

upd. Also, i think that’s it can be associated with scaling niagara system, transform getting from ray trace collision also multiplied by owner scale.

UE4 23.0

p.s. on images blue - real collison, red - collision shood be here.
And link with video:…ew?usp=sharing