yes i can reproduce this here is step by step how to do it and the project zip if needed
1- Launch unreal engine 4.17.0
2- Create a new project based on this settings (Blueprint only, Blank template, Desktop / Console - Maximum Quality - No Starter Content)
3- Create a new Blueprint Class based on Actor, name it “BP_Parent”
4- Create a second Blueprint Class based on Actor, name it “BP_Child”
5- Open “BP_Child” Blueprint
6- Add a boolean variable named “isChecked?”
7- In the Event Graph: Plug into the ‘execution Pin’ of BeginPlay a ‘Print String’ to display ‘isChecked?’ value on screen
8- Compile and save “BP_Child” blueprint
9- Open “BP_Parent” Blueprint
10- Add A Child Actor component to it by doing a Drag and Drop of “BP_Child” into “BP_Parent” component attached to the DefaultSceneRoot
11- Select Child Actor component and in the Details panel expand the ‘Child Actor Template’ category, expand the ‘Default’ category and
check to true the boolean ‘IsChecked?’
12- Compile and save “BP_Parent”
13 -Place “BP_Parent” in your world level
14- Hit play
The print string display “True” that is ok at this time! End play
Steps to reproduce bug:
15- Open “BP_Child”
16- Compile and save it
17- Hit play
and it display “false” and it should display True !
Note: if you compile BP_Parent before play you will get “True” on screen, if you compile BP_Child before play you will get “False” on screen
it mean our game wont run the same depending on the compilation order :x