Difference between blueprint component space and world space?

I am trying to simplify making caves by using a blueprint to arrange child actors along a curve. My problem is I can get the blueprint to work correctly in the component view but once the blueprint is spawned in the actual world things go terribly wrong. Can anyone tell me what I am doing wrong?

Imgur

Imgur

Sticking to relative transforms solved my issue. I made an x vector, rotated it and scaled it, then added it to the relative transform of last to get the current transform. As long as the first “last” is null this works, otherwise the initial transform offsets everything following the base case.