I’m on 4.11 and i’m experiencing a similar problem. I have a blueprint of a C++ class where I set a float value in the constructor and then override that value in the blueprint. In-game it appears to still use the default constructor value. Out of curiosity, is there a way to access the ‘blueprint default’ from C++ ? Something akin to Unrealscript’s : “default.MyValue” ? My current methodology is to just create an ‘initial’ version of the variable I want and then cache it in begin play and look it up when needed, but that seems really clunky.