FStruct default values bug

Here’s a quick example:

USTRUCT()
struct FMyData
{
GENERATED_BODY()

UPROPERTY(EditAnywhere)
bool bActive = true;

};

UCLASS()
class MY_API AMyActor: public AActor
{
GENERATED_BODY()

protected:

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Cat)
TArray<FMyData> MyDataArray;

};

If I now add a struct instance to the array in the editor(in a BP class derived from AMyActor) the little yellow arrow for standard vales always resets the value to false(regardless of the actual value set in C++) and never disappears, even after clicking on it or changing the value manually.

Use the default constructor to initialize the default values.

USTRUCT() 
struct FMyData { 

   GENERATED_BODY()

   UPROPERTY(EditAnywhere)
   bool bActive;

   FMyData(){
       bActive = true;
   }

};

No, that doesn’t work either. I tried all manners of constructors, nothing works as intended.