Did you ever find the root cause of this? I’m running into the same situation where I have two colliders I’ve set up attached to the root component in the constructor of my actor, and SpawnActorDeferred is resulting in an actor with those two components empty.
No just worked around it by not using posemesh component and copying bone transforms and/or using copy pose from mesh at the animation level from the original body and making all the skeletal meshes not dynamic but part of the default c++ class