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
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.