Procedural Mesh Component behaving weirdly

so I’ve used both 4.16 and 4.18 and both have the same issue. Basically the collision still works but portions of the mesh stop responding to line traces. I don’t know how to explain it very well so I took a video. Sometimes the cube with the cross on it stops colliding entirely for no apparent reason, but this happens randomly with no real cause. The procedural mesh seems to lose collision past a certain distance for some reason.

Here is a video of what I’m talking about, the trace hits some of the procedural mesh but not all of it

Welp, as always, I post and then figure it out, for some reason this was caused by some random other actor in my scene, I deleted it and the weird behavior stopped, I was trying to make a massive particle system that was as big as the sun. Maybe that’s too big? Not sure but I deleted it and the bug went away. Gonna leave this up just in case someone else has this bug.