Odd Transform behavior

I am trying to show a “ghost” of where a station that is being loaded should be placed. The ghost is appearing behind the camera and is ignoring the up and down look of the camera (I have confirmed that the z position value does change in the load station transform). When the station is placed, it is placed in the correct location. Why would it be doing this? The ghost and the final spawned station should be in the exact same location, right?

Spawn the ghost:

While the ghost should be showing:

Spawn the station:

I have managed to sort out the issue of the ghost being placed behind the camera. In the SpawnLoadGhost function, I split the array element transform and connected the array element location to “Inverse Transform Location” and got the world transform of the camera to connect to the T pin of Inverse Transform Location, then connected the return value of that to the transform location of the Add Static Mech Component. Now the ghost is shown in front of the camera. However, the ghost does not move up and down as the camera looks up and down. The ghost stays in the same Z location, but does rotate left and right with the camera.

I thought I could fix this by making the camera the Target of the Add Static Mesh Component, but that doesn’t seem to be allowed. Any ideas about how to fix that?