Unreal 5.2 seemingly has this issue too. Just spent the last week stewing on it… going absolutely crazy. Keeping my tangents at 000 but you can fix it also by adding a similar offset to the position.
EDIT: While changing the tangent or position manually like mentioned above will work, the real problem is that the mesh has a messed up “up direction”. The real solution seems to be setting the spline mesh component’s up direction. In my example, since the spline is straight vertical, I just reference just one spline point and grab it’s direction and then played with the rotation on a particular axis.