Custom animnode pins not showing

I have the following custom animnode, with matching animgraphnode, but the pins “Yaw” and “Pitch” aren’t showing up. Do I have to initialize the pins anywhere?

USTRUCT(BlueprintInternalUseOnly)
struct EMPIRES_API FAnimNode_Turret
	: public FAnimNode_SkeletalControlBase
{
	GENERATED_BODY()

public:
	FAnimNode_Turret();

	UPROPERTY(EditAnywhere, Category = Settings)
	FBoneReference TurretBone;

	UPROPERTY(EditAnywhere, Category = Settings)
	FBoneReference BarrelBone;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShowByDefault))
	float Yaw;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShowByDefault))
	float Pitch;

	virtual void GatherDebugData(FNodeDebugData& DebugData) override;

	virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
	virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;

private:
	virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;

	FCompactPoseBoneIndex CachedTurretBoneIndex;
	FCompactPoseBoneIndex CachedBarrelBoneIndex;
};

I needed to add meta = (AlwaysAsPin) to the properties.