Editor widget handles not visible in blueprint editor viewport

Yeah sorry, I was a bit stressed when writing this post. Here is the header of a example class:

#pragma once

#include "Components/SceneComponent.h"
#include "MySceneComponent.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class TEST_4_8_API UMySceneComponent : public USceneComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UMySceneComponent();

	// Called when the game starts
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevatorProperties", Meta = (MakeEditWidget = true))
		FVector EndPoint = FVector::ZeroVector;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevatorProperties", Meta = (MakeEditWidget = true))
		FVector StartPoint = FVector::ZeroVector;
		
};

When added to a empty actor in the “world” viewport it works as expected, the widgets are shown and can be dragged. When adding the component to a blueprint class in the blueprint editor viewport the vectors are only editable through changing in the details tab and the widgets are not visible in the viewport.

This is what it looks like when the component is added to an instanced actor in the world viewport:

https://dl.dropboxusercontent.com/u/12407316/ScreenShot00009.png

When added in the blueprint editor the widgets simply are not present (and hence only editable in details tab).