SplineMeshComponent collision breaks if the component moves independently of its actor

Hello,

I know this is a very old threat but the issue still persists with inconsistent overlap detection with spline meshes. I have a simple class that builds the spline mesh using the mouse coordinates as the EndPoint and it has trouble recognizing any overlap with a simple box collision.

The workaround posted above or anything that moves the actor even by 0.1 makes it work properly.

Currently on 4.24