Changing TP_WeaponComponent in FPS template changes variable types in component blueprint.

INTRO:
I’ve been messing with the first person template doing things like adding zoom and walk functionalities but now I’m working on adding recoil and movement inaccuracy that you would see in a shooter like CSGO or VALORANT. I figured to get the functionality working I would just edit the preexisting weapon component to add the variables needed for each weapon to calculate its recoil pattern.

PROBLEM:
When I add any sort of variable to the header file and constructor in the .ccp file (and not do anything else with it) my blueprint/code breaks in unexpected ways.

As you can see in the top right of the picture, the variable type of the TP Weapon get function changed to “LIVECODING P Weapon Component 0”, Despite none of my class names changing in my code. As I’m sure you can tell, this happened after compiling using live coding. When I run the game, I’m unable to pick up the weapon and I get this blueprint error-

Blueprint Runtime Error: “Accessed None trying to read property TP_Weapon”. Node: Attach Weapon Graph: EventGraph Function: Execute Ubergraph BP Rifle Blueprint: BP_Rifle

I’m guessing this is due to the attach weapon node expecting a TP Weapon and the get is providing the LIVECODING variable.

I’m honestly just lost as to why this would happen and how to go about what I want to do using the template. Changing the character class to include zoom and walk were fine so I’m not sure why this is different.

Any help or insight would be appreciated. thanks!

I’m sure others will come looking for an answer to this.

If you re-build the solution, it’ll fix this issue.

Also, hitting the compile button in the blueprint with the LIVECODING variable will turn it back into it’s original type.
The compile button is to the right of the save button.