Ability System Attributes set on remove effect

So I am pretty new to Unreal as a whole and super new to C++. I have followed a tutorial to implement GAS into my project and it seemed to be working fine.

I have one Gameplay Ability which was setting my character’s walk speed and ground friction, this was working as intended, however I have since added two more attributes (max acceleration & rotation rate) which are set in the same way as the others in the same blueprint but they don’t set with the other two attributes, instead they only set when the “Remove Active Effects with Tags” node is called on my character. Which I really don’t understand how thats the case.

Is there something obvious I am overlooking?

Thanks in advance.

Here is my blueprint where the Attributes are set. Speed & Ground Friction set correctly, Max Acceleration & Another attribute off screen don’t set until the effect is removed.