Component Spawns at World instead of Relative?

Hello, I’m having a problem where my particle system component always spawns at 0,0,0 absolute world position, instead of relative.

Here’s the blueprint dragged onto the stage (or spawned through code)

And here’s my particle component

As you can see, it’s offset by the opposite so it appears at world position 0,0,0. It should be relative 0,0,0 so it appears with the actual blueprint object. How can I fix this?

Also, here’s the code im using, which I’ve used many times before but this one seems to be broken.

.h
UPROPERTY(VisibleAnywhere) UParticleSystemComponent* ParticleSystem;

.cpp    
ParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParticleSystem"));
ParticleSystem->AttachTo(RootComponent);

Thanks!

Edit: The Location and Rotation also seem to be missing from within the blueprint, and it always stays at world position 0,0,0, even when the blueprint is moving in game.