Mouse hits received from previous actor location

I’m experimenting with handling mouse events in blueprints. I bound OnBeginCursorOver to an InstancedStaticMeshComponent in its event graph. It fires as expected when I start to hover such an actor component. Same for all other mouse events.

Then I moved the actor (containing such a component) runtime by attaching it to another actor and setting a new relative transform. According to my best intuition mouse events are expected to happen at the current (new) position where the component is visible.

What happens in practice is that the mouse events fire above the original (old) position in “middle of air”.

It is independent of the camera position, so the engine somehow remembers the original 3D component location and does the hit tests against that.

All actors and components are set to movable, so no collisions/hit tests should be precalculated. I’ve also double checked that precalculated collisions are turned off for them.

Could you please give me a hint on where to look in the gazillion settings to fix this?