Can you provide the callstack and the log files from the crash as well? If you’re able to reproduce the crash in a new project, can you provide the setup steps to help me investigate the crash locally? Additionally, depending on your needs it may be better to create a single component that you activate/deactivate as necessary rather than creating new components and destroying them on tick.
As mesh start, and equivalent for end using GetSplineLength(), Even when theoretically location should be identical when set to correct vector. I think it was just a mismatch between local and world vector and component probably ignored the update as it fell outside of spline space. If ESplineCoordinateSpace is changed to ::World in above the old behavior comes back.
Either way, its now working, which eliminates the bug. I can probably recreate the crash, not sure how relevant it is, since its caused by incorrect engine usage on my part.
You can mark this as resolved. Thank you for your help!