Dynamically spawning Blueprints with Child actor components yielding strange transform for children

I’m using a proceedural dungeon generation system, and when certain tiles are spawned, they need to come with certain child actors attached (for example, this room with cryotubes attached that act as treasure chests)

Sometimes when the dungeon generates (but not always) SOME or all of the children become unattached after begin play, and have different locations than their parents. HOWEVER

Doing a print string for debugging at begin play shows that they are “spawning” at the correct location, even when the in game results are very different.

The cryoChamber itself only contains logic for “On Use” events and the trasnform is not being mutated within that blueprint.

Does anyone know where I should be looking for something like this? Or maybe (even better) where I should troubleshoot from here?
I COULD potentially use an array of scene components to spawn the actors in at runtime, as I’m doing with enemies and it’s working, however, this makes it difficult to do environmental art and seeing how that impacts the “spawningNodes” of dynamic actors.

Stranger still, when using PIE, the blueprint components in the details panel is showing the Chambers in the correct location as well, however, they are not present in the world at the specified location.