Still same problem here.
Could make a checker function but I figured this should be built in - or at least was intended to be built in.
As for the checking function:
My solution is to spawn the actor far away from the game area, then generate a random place for it, then check the bounds extents and origin against the hypothetical spot with a overlap sphere check, then if there is a colliision, do it again.
Put it on a counter in there so if it checks 10 times with no success, then destroy the object and move on.