USceneComponent set as RootComponent not supporting more than one attached Component

I have an Abstract class that i use for interaction stuff. On it, are 2 different collision components and 1 root scene component for hierarchy purposes:

UCLASS(Abstract)
class ECDD_API AInteractiveActor : public AActor, public IInteractiveInterface
{

	GENERATED_BODY()

public:

	AInteractiveActor()
	{
		SceneComponent = CreateDefaultSubobject<USceneComponent>(FName("AInteractiveActor_SceneComponent"));
		SetRootComponent(SceneComponent);

		// InteractionAreaCollisionComponent
		InteractionAreaCollisionComponent = CreateDefaultSubobject<UCapsuleComponent>(FName("AInteractiveActor_InteractionAreaCollisionComponent"));
		InteractionAreaCollisionComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
		InteractionAreaCollisionComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
		InteractionAreaCollisionComponent->SetCanEverAffectNavigation(false);
		InteractionAreaCollisionComponent->SetupAttachment(SceneComponent);

		// CollisionComponent
		CollisionComponent = CreateDefaultSubobject<UCapsuleComponent>(FName("AInteractiveActor_CollisionComponent"));
		CollisionComponent->SetCanEverAffectNavigation(false);
		CollisionComponent->SetupAttachment(SceneComponent);
		CollisionComponent->ShapeColor = FColor::Green;
	}

	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Custom")
		USceneComponent* SceneComponent;

	// When play is in area of collision component, interactions can happen
	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Custom")
		UCapsuleComponent* InteractionAreaCollisionComponent;

	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Custom")
		UCapsuleComponent* CollisionComponent;
		
}

Here is a class that inherits from the Abstract class. It doesn’t do a lot, but I have based my blueprint off of it.

UCLASS()
class ECDD_API ALoadLevelActor : public AInteractiveActor
{
GENERATED_BODY()

public:

// Sets default values for this actor's properties
ALoadLevelActor()
{
}

};

My LoadLevelActor blueprint has the correct hierarchy, but notice how the collisioncomponent is empty in the details panel:

Also notice that when i drag an instance into my level, the hierarchy has completely gone and yet you can see the 2 highlighted components?

It’s possible that I renamed the scene component property after creating the blueprint, but would have expected it to update correctly. I have roughly 100 instances of this that are all wrecked. Is there anything you can think of that i can do to try and mitigate this weirdness?

It seems that this is related: Scene component hierarchy design - C++ Programming - Unreal Engine Forums - The person describes “The important thing is that it’s WRONG to add the SceneComponent as the root component”. It seems to muck up a lot of things inside the editor!