Spline mesh won't stretch the full length of spline

Hi all…
I have two FVector locations in a world. I have a debug sphere at each FVector location and a debug line between them.

I want to draw a spline between them.
In C++ I have a function that will clear out all spline mech components from my USplineComponent.
Then I create two spline points using those FVector locations, a start point and end point.
Then I create a USplineMeshComponent. I use the same FVector start and end point values when calling the USplineMeshComponent’s SetStartAndEnd( … ) function.
Once I have the USplineMeshComponent setup, I then call it’s AttachToComponent and attach it to the USplineComponent.

Basically, I’m just stretching one USplineMeshComponent X axis from the start to end point.

This works… Kind of. With my debug line and debug spheres visible, The USplineMeshComponent will draw about 98% of the way down the spline and it just stops short and I don’t know why.
Given the distance between the start and end points, there is no way that the size of the mesh is the problem. The distance between the spline is almost a mile long and the mesh I’m using is only about 10x10 unreal unit mesh.

What might be some things I need to check which could cause this to not draw the full length?

Thanks in advance!