Strange issue where a sphere collision component on a Character BP is getting trippled

I’m on 4.18.2

Edit: I tried deleting the extra skeletal meshes, so there’s only the inherited one for the character class. Deleted the sphere too. Recompile and all the sphere’s are gone. Good. Verify nothing’s running in construction script. Add a sphere. Recompile. Back to 3 spheres. Guess something got corrupted when I changed the parent class. The parent class was completely basic, just had some floats, targets and bools, no additional components. I guess I’ll just remake it from scratch…

If I delete the single sphere component without compiling, the innermost component (the one with the correct scale, specified by the radius setting on the component in the details tab) will get deleted. If I compile after that, the extra 2 will get deleted. Nowhere else in the blueprint do I spawn/create sphere components.

I disconnected the construction script, so nothing is happening there, then re-added a fresh sphere collision component. Once I compile, the single sphere collision component becomes 3 again. There are no other BPs that spawn sphere collision components on actor, and

issue seemed to surface when I added 2 empty skeletal mesh components to the character BP, and then specified the skeletal mesh to fill it with in the construction script based on an editable variable.

Is it a bad idea to populate empty skeletal mesh components in an actor’s construction script? Basically, if It’s female - > set skeletal mesh to , and if it’s male → set a different skeletal mesh to .

Here’s a ss of the hierarchy of the Character Actor and the construction script.

I’m thinking the cause of was me changing the parent character class. Remade the character class from scratch and the issue disappeared.