Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude.
This results in rendering the object in incorrect location.
Here is a temporary work around :
void UGeometryCollectionComponent::CreateRenderState_Concurrent(FRegisterComponentContext* Context)
{
    Super::CreateRenderState_Concurrent(Context);
//work around
    if (GetDynamicCollection())
    {
        TArray<FTransform> InitialTransform = GetDynamicCollection()->Transform.GetConstArray();
        SetRestState(MoveTemp(InitialTransform));
    }
//~work around
}
 
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213066 in the post.
| 0 | 
| Component | UE - Simulation - Visual | 
|---|---|
| Affects Versions | 5.3, 5.4 | 
| Target Fix | 5.8 | 
| Created | Apr 23, 2024 | 
|---|---|
| Updated | Oct 7, 2025 |