Cannot edit subcomponent in Blueprint Editor

UPDATE:
Yet another update. I found added it via code didn’t allow me to save ALL subcomponent variables. So screw it, I’ll just add it via blueprints.


I used to have this problem in 4.11 and below. I wanted to give it another shot for my Rift game and perhaps debug it. I find it’s now working in 4.12.3. I’m glad this is now working, as I like this composition workflow and seems like such a natural fit.

My Component code:

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class POWER_API UPowerHands : public USceneComponent
{
	GENERATED_BODY()

public:	
	UPowerHands();
	virtual void BeginPlay() override;	
	virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = POWER)
	class UMotionControllerComponent* LeftHandMotionController;
	
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = POWER)
	class USceneComponent* LeftHandSceneComponent; //fine tune pivot point if needed

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = POWER)
	class USkeletalMeshComponent* LeftHandMeshComponent;
	

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = POWER)
	class UMotionControllerComponent* RightHandMotionController;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = POWER)
	class USceneComponent* RightHandSceneComponent; //fine tune pivot point if needed

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = POWER)
	class USkeletalMeshComponent* RightHandMeshComponent;

};

I then add my new Component.

	PowerHands = CreateDefaultSubobject<UPowerHands>(TEXT("POWER_PowerHands"));
	PowerHands->SetupAttachment(GetCapsuleComponent());

Note: You can only edit by clicking the root component. PowerHands in my case.