Issues with a control rig of a blueprint that has a cine camera actor as parent class

Steps to Reproduce
We are attempting to create a BP which is attached to a SKM controlled by a CRIG.

It would be convenient for us to be able to create this BP as a child of CameraActor, however when we do this (as opposed to creating a BP inheriting from Actor and adding a CineCamera component to it) we get very unpredictable behaviour when trying to manipulate the CRIG controls in the viewport. You can take a look to the video CameraUnreal\BP_Camera_CameraActorChild\Demo_InheritFromCameraActor.mp4 and compare with CameraUnreal\BP_InheritFromCameraActor\Demo_InheritFromActor.mp4 (which is the expected behaviour).

Notice we can manipulate the control rig via the attribute channels but not by selecting controls in the viewport.

For this set up we are referring to set us such as those outlined in your dev community forum:

We have stripped this to the essential to make sure to isolate the issue.

There is no logic in the BP construction script, just the On Pre-Initialize control rig logic.

See attached CameraUnreal\BP_Camera_ActorChild\BP_Camera_Actor.jpg and CameraUnreal\BP_Camera_CameraActorChild\BP_Camera_CameraActor.jp

The BP set up between the two version (Actor child vs CinemaActor child) is otherwise identical.

We are using the same SKM and the same CRIG. We assume it has something to do with the CameraActor class.

We would appreciate any insight on this.

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