I think this is a problem for all versions of UE. This happened before working with previous versions. I am actually working with UE5 prerelease. See this question
I had some base classes which I haven’t touched in a while because I have been just working with the child blueprint classes and I found that a menu didn’t have items it should have after I saved my game. Then, I decided to set break point in the C++ code where the inventory items (I used the Action RPG template for the inventory system of my game) are being saved and then attached the debugger in Visual Studio and saw the break points hit and my items that I got were correct and then I got the menu opened up and it displayed correctly.
Why did it work as I wanted it to when I debugged the C++ code without any changes? Is there some secret among UE C++ programmers which could be shared with me which isn’t known very well to people who spend most their time working with Blueprint?