SetAngularDriveParams doesn't work

I want to make some physics spring effect using C++/Blueprint, but it seems doesn’t work.
My code is:

APhysicsConstraintActor * pConstraint = World->SpawnActor<APhysicsConstraintActor>(vecPos, FRotator());
UPhysicsConstraintComponent * pConstraintComp = pConstraint->GetConstraintComp();
pConstraintComp->SetConstrainedComponents(SceneRoot, FName(), pOtherActor->SceneRoot, FName());
pConstraintComp->SetDisableCollision(true);

pConstraintComp->SetLinearXLimit(LCM_Locked, 0);
pConstraintComp->SetLinearYLimit(LCM_Locked, 0);
pConstraintComp->SetLinearZLimit(LCM_Free, 0);
pConstraintComp->SetLinearPositionDrive(true, true, true);
// SetLinearDriveParams works fine~
pConstraintComp->SetLinearDriveParams(2500, 100, 0);

pConstraintComp->SetAngularSwing1Limit(ACM_Free, 0);
pConstraintComp->SetAngularSwing2Limit(ACM_Free, 0);
pConstraintComp->SetAngularTwistLimit(ACM_Free, 0);
pConstraintComp->SetAngularOrientationDrive(true, true);
// But SetAngularDriveParams has no effect
pConstraintComp->SetAngularDriveParams(3000, 100, 0);
pConstraintComp->ConstraintInstance.AngularDriveMode = EAngularDriveMode::SLERP;
...

I have found THIS issue, but call InitializeComponent manually causes an assert…How can I do?

First call SetAngularDriveParams and other constraint configurations, then call SetConstrainedComponents later, can resolve this issue.

The key is the calling order.