The PCG is spawning actors in overlapping positions

I created a blueprint that uses PCG to spawn actors based on a spline actor.
When placing them, everything appears fine
After placing it in the level and working on other tasks, I noticed that, over time, the PCG is spawning actors on top of each other in the same position. Whenever I notice this, I have to clean it up or recreate the setup, but I don’t understand why this is happening.

I’m using Unreal Engine 5.42.

I have the same issue, the pcg is creating 2 points. I also cant figure it out.
I am using a blueprint spline and have setup the spline sampler mode to distance, and it creates 2 points on each spot i can view this by using a transform point and then i use a offset and i can clearly see the points seperate. And i have tryed stuff like bounds modifier and somethimes it then generates normal but it is random. Self pruning can help alot but its not a 100 percent fix.

Edit:
Using the inspect mode on nodes i could find where it was creating points on the same position. It happens in multiple places. Mostly it happens after the spline sampler.
If u inspect the spline sampler it will show u how many splines it reads, in my case i had 4 splines in my level but it was showing 8 PCGpoint Data’s in the spline sampler. When u use a union node it will unify those data points in one and removing duplicates.

But for a other example after a transform points node it was creating 2 points on the same position but somehow 1 point on Position.Z 119.5 and one on 120.5. By using a attribute filter and targeting the Position.Z i could Filter out anything greater then 120.