C++ hot reload causes CreateOptionalDefaultSubobject components to become corrupted

If you have a optional component for your actor created in the constructor using CreateOptionalDefaultSubobject then sometimes hotreload from C++ can cause them to become corrupt in derived blueprints

Such corrupted components are visible in components list of the Blueprint but their details pane is empty and all references to them are null.

There is no way to restore them and you are forced to create a fresh new blueprint

Platform: windows.
Tool: VS 2017

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks