Default subobject value not preserved between sessions

I have a custom APlayerCharacter actor class with UEquipmentComponent that should hold UEquipmentSlots references.

UCLASS()
class ACTIONCOMBAT_API APlayerCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	APlayerCharacter();

protected:
	UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
	UEquipmentComponent* EquipmentComponent;
};
UCLASS()
class ACTIONCOMBAT_API UEquipmentComponent : public UActorComponent
{
	GENERATED_BODY()

public:
	UEquipmentComponent();

public:
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Equipment")
	UEquipmentSlot* WeaponSlot;
};
UCLASS(BlueprintType)
class ACTIONCOMBAT_API UEquipmentSlot : public UObject
{
	GENERATED_BODY()

public:
	UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
	TSubclassOf<AEquippableItem> ItemClass;

	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	AEquippableItem* Item;
};

These slots are defined as a series of fields that are initialized with default values in compnent’s constructor.

UEquipmentComponent::UEquipmentComponent()
{
	PrimaryComponentTick.bCanEverTick = true;

	WeaponSlot = CreateDefaultSubobject<UEquipmentSlot>("Weapon Slot");
	WeaponSlot->ItemClass = TSubclassOf<AWeapon>();
}

The thing is that blueprint deriving APlayerCharacter only have this default value for the slot for a single session after reparenting it to APlayerCharacter. After restarting the editor or after playing single simulation session it is set to None in the blueprint. I can reparent it again to have this reference set to an instance of UEquipmentSlot for a single session.

I want it to be initialized in the constructor with the value. Slots are never to be replaced (only Items inside them). They should be constant for EquipmentComponent and initialized with default value that is preserved between sessions.

Seems like the equipment slot objects fail to copy from the equipment’s CDO whenever it is reinitialized. You could make the slots be represented with an ustruct instead, that should make your approach work.