Apply Instance Changes to Blueprint with UObject references

Then I don’t understand what I’m doing wrong. I tried to reproduce a simple case to get the point across on what I want to do.

No matter what, the Blueprint itself cannot hold an instance, and I guess that makes sense to some degree, since instances are memory data, and I guess Unreal does not handle those by default through reflection? This is just an assumption on my end thus far.

So unless there’s a way to have this work out of the box (or with some work arounds) I’ll have to create my own reflection/construction methods to store the data in Blueprints.