.h
USTRUCT(BlueprintType)
struct FTestData
{
	GENERATED_BODY()
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
		float TestValue;
};
UCLASS()
class FIXIKIVR_API ATestGameModeBase : public AGameModeBase
{
	GENERATED_BODY()
	
public:
	ATestGameModeBase();
	void InitConfigValues();
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Init)
	FTestData TestData;
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Init)
	float TestFloat;
};
.cpp
ATestGameModeBase::ATestGameModeBase() : Super()
{
	this->InitConfigValues();
        this->TestFloat = 5;
}
this->InitConfigValues() initializes TestData. If this is built and launched from VisualStudio it all works fine, but if the project is launched from Epic Games Launcher or by double-clicking .uproject file the TestFloat variable is missing, TestData is there but initialized with zeros and is in the wrong category.