Blueprint class has two Actor Components, but the C++ parent class only has one

I have a Blueprint class (BP_PlayerCharacter) that inherits from a C++ class (ASCharacter).

In the Blueprint I have two `Attribute Component`s:

But, in the C++ class there is only one:

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = “Components”)
USAttributeComponent* AttributeComponent;```

In the constructor of this C++ class:

ASCharacter::ASCharacter()
{
	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don’t need it.
	PrimaryActorTick.bCanEverTick = true;

	bUseControllerRotationYaw = false;

	SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComp"));
	SpringArmComp->bUsePawnControlRotation = true;
	SpringArmComp->SetupAttachment(RootComponent);

	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
	CameraComp->SetupAttachment(SpringArmComp);

	InteractionComp = CreateDefaultSubobject<USInteractionComponent>(TEXT("InteractionComp"));

	AttributeComponent = CreateDefaultSubobject<USAttributeComponent>(TEXT("HealthAttributeComp"));

	GetCharacterMovement()->bOrientRotationToMovement = true;

	AttackAnimDelay = 0.2f;
}

The wrong one has a typo that I have corrected yesterday. Its name is `AtrtibuteComp`.

I’ve tried to recompile the solution twice, remove Intermediate, Binaries and Save folders, and I still have the same problem.

How can I fix it?

UPDATE

I have changed the name of the C++ variable, but I get the same in Blueprints:

And also, if I comment the variable declaration (and in the constructor), this is what I see in Blueprints: