SpawnProp() sometimes Double Spawns when spawning asset within a struct

Summary

I’ve been working on a system utilizing structs, and I am storing my creative_prop_assets in the structs. When calling Spawn Prop directly on the asset within the struct it double spawns to start in the game and then seems to run normal subsequently. It had me stuck for a while, but when I passed it into its own variable of type creative_prop_asset, it started spawning normally. Maybe it was bad form to do that in the first place, but I figured I’d mention it.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Create a creative_prop_asset blueprint. Mine had vfx assets within.
Create a struct that gets initialized to store the above asset.
Create a suspends function (later in the function it loops .MoveTo on the asset)
Pass the struct into the function (struct contains transform, offset. etc info)
Create something like: if ( Prop := SpawnProp(StructName.Asset, PropTransform)(0)? ): set StoredFXProp = Prop
then
I ran a loop with a validity check and a StoredFXProp.MoveTo() This part would not run after the double would spawn

Expected Result

A single spawn with the following loop running. This would eventually occur.

Observed Result

Double spawn and MoveTo loop wouldn’t run

Platform(s)

Windows 11

Additional Notes

I have moved on with my code, but I can recreate it if you have issues doing so.