Transform To Bone Space node randomly giving 0 value

UE 5.3 here,

I’m building a system where I can draw a road and the road actors automatically orient themselves.

My road blocks are skeletal meshes with two bones, “Front” and “Back”

In the “Orient Road Back” function, I am taking the Back bone’s World Location and the Location Marker End’s World Location (which was previously set to the end point of an adjacent road block) and using the “find look at rotation” function to get rotation then I feed that rotation into “Transform To Bone Space” node and get the resulting rotation into the AnimBP where the Transform (Modify) Bone nodes set the bone rotation in bone space.


This code works perfectly in one iteration, but then I add another road block and everything recalculates and even though the adjacent road blocks are exactly where they were, the Transform To Bone Space node, for some bizarre reason outputs 0,0,0 on the next iteration, then I add another road block and the Transform To Bone Space node outputs the accurate bone rotation and so forth.

Notice how the 2nd road block that is spawned keeps switching between the correct rotation towards the adjacent block to the left and then to 0,0,0 rotation aka facing straight forward and vice versa as new blocks are added:

I am unsure if this is a bug in the function or with my code