I have created a component in C ++. It works great. But if I call the functions in the Construction Script (In Editor), the current UPROPERTY values are ignored (from the Detail Panel) and the UPROPERTY values are from the C ++ constructor, i.e. default values.
UPROPERTY work correctly in Begin Play and have values from Detail Panel. But in Construction Script only values from the C ++ constructor.
Standard UPROPERTY, for example
UPROPERTY (EditAnywhere, BlueprintReadWrite, Category = "SelectionToolComponent") float DebugPointsSize;
Why is this happening ?