Invalid Root Component In Standalone Only

I am having an issue when trying to access the Root Component of an instanced Blueprint in the standalone version of our game. I am streaming in a UWorld object to our current level, and when it is loaded but before it is made visible, I access the Root Component of an Actor in the level to call GetRelativeTransform() on the RootComponent (A USceneComponent*)

This works perfectly well in PIE, however in standalone this root component is consistently registered as invalid/null. Calling IsValid(Object->GetRootComponent()) returns false. Additionally, if I manually add a root component in the object’s constructor like so:

	SetRootComponent(ObjectInitializer.CreateDefaultSubobject<USceneComponent>(this, TEXT("Root")));

Then while it no longer registers as null, it returns the wrong value for the relative transform. Neither of this issues are present when testing through PIE, it is only in standalone. Does anyone have any idea as to what the issue may be? Is this just an engine bug?