Break of custom struct give back wrong value.

I created a custom struct. create a variable with it.
I run the game, debug it, I see that value is 2.0, but the “Break” of the struct returns 0.0.
Wave Cost and Persistent Cost are 0.0 too.
I am clueless.

The struct:
Is in a ValueCost.h file:
#pragma once

include “CoreMinimal.h”
include “Engine/DataTable.h”
include “ValueCost.generated.h”

USTRUCT(BlueprintType)
struct FValueCost : public FTableRowBase
{
GENERATED_BODY()

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AbilityConfig")
float Value;

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AbilityConfig")
float WaveCost;

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AbilityConfig")
float PersistentCost;

};

is the value wrong in Game? sometimes the debug info is wrong (particularly with pure nodes) because they havent been called yet