Editor crash when two different Actor classes has the same USceneComponents property name

Am I the only one who think it’s a bug ?

What I have

I have 2 Actor classes Actor1, Actor2. Created Blueprint versions of those BP_Actor1, BP_Actor2.

Put BP_Actor2 as a child comp to BP_Actor1. Run in debug mode, Editor crash.

In both classes I’ve the same identifier for USceneComponent* SceneComp;
Creating in constructor like this

// Constructor in Actor1
SceneComponent = CreateDefaultSubobject< USceneComponent >( TEXT( "Scene Actor1" ) );
RootComponent = SceneComponent;

// Constructor in Actor2
SceneComponent = CreateDefaultSubobject< USceneComponent >( TEXT( "Scene Actor2" ) );
RootComponent = SceneComponent;
....

What is working

If I rename USceneComponent for lets say Actor1 to USceneComponet* SceneCompActor2; everything is working as excepted.

Seems like unreal USceneComponent don’t know how to parent ? Does it make sense two different Actors classes can’t have the same property name ?

I also realised, in hierarchy there are no Scene Actor1, Scene Actor2 names as clearly defined while creating components) , but names of the variables! ( SceneComponent ). IMHO that is causing this behaviour ?.

Another thing. Spawning ( not placing )BP_Actor2 under BP_Actor1 hierarchy is working ( not crashing editor )

Hello,

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Thanks