Can't edit USplineComponent path when attached to USceneComponent

I’m trying to create a scene component that can be attached to an actor, such as a character. This component has a spline component on it, which I will be performing calculations on later. I want the designer to be able to edit the spline path in the editor as with a normal spline path.

The same code works in a custom AActor object, but not in a USceneComponent. I see the spline render in the editor, but I cannot select the points to edit the path.

Here’s the code I’m using:

#pragma once

#include "Components/SceneComponent.h"
#include "TestSplineComponent.generated.h"

class USplineComponent;

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class SPLINETEST_API UTestSplineComponent : public USceneComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UTestSplineComponent();

	// Called when the game starts
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;

		
	UPROPERTY(EditAnywhere, Instanced, Category = "Spline")
		USplineComponent* spline;
};

#include "SplineTest.h"
#include "TestSplineComponent.h"
#include "Components/SplineComponent.h"


// Sets default values for this component's properties
UTestSplineComponent::UTestSplineComponent()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = true;

	// ...

	spline = CreateDefaultSubobject<USplineComponent>(TEXT("Path"));
	spline->SetupAttachment(this);
	spline->bSplineHasBeenEdited = true;
}


// Called when the game starts
void UTestSplineComponent::BeginPlay()
{
	Super::BeginPlay();

	// ...
	
}


// Called every frame
void UTestSplineComponent::TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction )
{
	Super::TickComponent( DeltaTime, TickType, ThisTickFunction );

	// ...
}

Did you ever figure something out here? I’m having the same problem.

Bueller? same issue