Editing UProperty exposed variables not affecting code?

In particular, I have allowed an int32 value called Seed to be edited anywhere, before creating a new FRandomStream with said integer in the constructor. It appears that no matter what, unless I recompile the code in visual studio, the results are the same, even if I change the value of the Seed in the editor and build/replay from there.


UCLASS(Blueprintable)
class ROGUELITETEST1_API AGeneration : public AActor
{
	GENERATED_BODY()

public:
	AGeneration(); // Sets default values for this actor's properties
	virtual void BeginPlay() override; // Called when the game starts or when spawned

	UPROPERTY(EditAnywhere)
		int32 Seed = 0;
	FRandomStream RandomSeed;
};


AGeneration::AGeneration()
{
RandomSeed = FRandomStream(Seed);

//Code using the random seed

};

Posted the header and the constructor for the .cpp file. Should I declare the variables in other locations, or am I missing out on some significant conceptual topic?

I’m not an expert, but my understanding is that your c++ constructor will be called before any blueprint or other changes - so

RandomSeed = FRandomStream(Seed);

Will be called before any blueprint related info happens (ie, seed == 0). Try moving that to BeginPlay() or something like that instead.