Why is my custom pawn subclass not being placed under my mouse when dragged into my scene?

Hey! So I’ve programmed a simple little pawn subclass, let’s call it TestPawn! It’s basically the default implementation that the editor generates when you create a new class that extends Pawn, with two added components, like this (skipping the default Pawn header stuff):

UPROPERTY()
class UPrimitiveComponent * Collider;

UPROPERTY()
class UHealth * Health;

Here’s the constructor:

ATestPawn::ATestPawn()
{
	PrimaryActorTick.bCanEverTick = true;

	Collider = CreateDefaultSubobject<USphereComponent>(TEXT("SphereCollider"));
	RootComponent = Collider;

	Health = CreateDefaultSubobject<UHealth>(TEXT("Health"));
}

Seems simple enough! But it’s acting weird!

Normally, when I drag and drop any Actor from my content browser into the scene view, the actor will be places more-or-less right where my mouse cursor is when I release the mouse button. However, when I drag my TestPawn into the scene view and release my mouse button it pops over to a strange seemingly random place in the viewport, nowhere near my cursor usually!

I guess it’s not a game-breaker or anything, but It’s pretty annoying and I’m really confused why my custom Pawn is acting different than other default Actors! Any ideas why this is happening? Am I doing something wrong here?

EDIT: This also seems to be much worse when I’m working in an ‘Empty Level’. If I create a new level using the ‘Default Level’ template, things go more-or-less where they should, although it’s not perfect… Why would that be?

I’m not 100% sure what UHealth is, but if it isn’t attached to the parent, it usually goes to 0,0,0 in worldspace. try,

 ATestPawn::ATestPawn()
 {
     PrimaryActorTick.bCanEverTick = true;
 
     Collider = CreateDefaultSubobject<USphereComponent>(TEXT("SphereCollider"));
     RootComponent = Collider;
 
     Health = CreateDefaultSubobject<UHealth>(TEXT("Health"));
     Health->AttachParent = RootComponent;
 }