FGameplayTagContainer not saved by Blueprints

Hello everyone! I’m writing here because I’m facing an issue with FGameplayTagContainer and I’m not sure how to solve it.

First of all, I’ve declared and defined some GameplayTags in C++:

.h

UE_DEFINE_GAMEPLAY_TAG(TAG_Dock_Test, “RealityField.Dock.Test”);

.cpp

UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Dock_Test)

I have a Component created in C++ with the following property:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=“Settings”)
FGameplayTagContainer GameplayTags;

When I build and create an Actor, I then add this Component to it and I set it up:

And I can clearly see it when I instantiate it in the Map:

Then I save and up until here, everything is fine. However, as soon as I change Map, all tags from the instance are gone.


But I can still see them in the Blueprint Editor:

Even worse, if I close the Editor, not only do I lose all the tags in the instance, but even in the Blueprint itself:
image

What is happening here? Am I using FGameplayTagContainer in the wrong way? Am I missing something?

Any idea?