All Instanced components outside of c++ constructor of an Actor are reset to null when compile a blueprint that inherit the c++ Actor

Here is the .h

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Edtion)
	TArray<USplineComponent*> SplineComponents;
UFUNCTION(BlueprintCallable, meta = (DisplayName = "AddNewSpline"), Category = "Generator")
	virtual void ABuildingGenerator::AddNewSpline();