C++ Setting References to UAnimMontage* in TArray<>

Hi,
I’ve created a separate ActorComponent in C++ (to handle attack animations).
I’m trynna set a sequence of animation montages to perform (as an array) in the Editor, which I can hopefully then refer inside C++ to play those montages.

I’ve declared the TArray like so:

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Sword Attacks", meta=(AllowPrivateAccess="true"))
TArray<class UAnimMontage*> SwordAttackMontages;

And just as expected, I assign these references in the Editor panel of my ActorComponent like this:

Screenshot 2023-07-17 222427

I’ve created a Blueprint Native Event called “SwordAttack” that gets called when I press the left mouse button basically.

void URPG_Attack_System::SwordAttack_Implementation() {
	// Safety checks:
	if (SwordAttackMontages.IsEmpty()) {
		UE_LOG(LogTemp, Warning, TEXT(" >> No Sword Attack Anim Montages added to list"));
		return;
	}
    // do something after this...
}

For some reason, it keeps saying that the Array of montages is empty, even though I’ve set them in the editor…Am I missing something? I couldn’t quite figure out what’s causing this.

TArray<class UAnimMontage*> SwordAttackMontages;
change to
TArray< UAnimMontage*> SwordAttackMontages;