I am using UE 4.25.4 and I am encountering a bug where changes I make to default values in a UObject’s C++ constructor are not being propagated to the child blueprint’s default values. I have tried deleting binaries, clean build, relaunching the editor, launching from VS, and reparenting the blueprint. None of these solutions work, the only thing that seems to work is to recreate the child blueprint after the changes are made. This is not ideal as it means everytime I make any change to the BP’s default values in C++ I need to completely remake the child blueprint and copy over all of the functionality. Is there no way to force UE4 to recompile the BP with the changes to the constructor?