SplineMesh components seem to be added differently for ConstructionScript and EventGraph

So I’ve got this road tool set up in a blueprint with a spline. It’s a dokipen’s solution from YouTube with added caps on both road ends. As you can see it functions quite fine when triggered from ConstructionScript.

However, when the same actor is spawned procedurally, the ConstructionScript won’t react on spline modifications, and even force-calling the same PlaceAsphalt event for the newly created actor (after its road spline was updated) doesn’t seem to spawn SplineMesh components: only the static mesh end caps are spawned:

Which means the same event (PlaceAsphalt) works differently depending on where it’s called from. My question is, is there at least a way to override it? (so I could spawn and update spline roads procedurally, not place them manually).

Here’s the whole PlaceAsphalt Event in question:

Sorry for many huge screens, couldn’t figure out how to put them under cut or smth(