We’ve seen this ourselves internally, and have fixed it in two ways (one sticky plaster, and one robust).
The sticky plaster solution is the one you suggested (wrapping the properties in WITH_EDITORONLY_DATA
). These fixes should be present as of 4.10.1.
The more robust solution is to gather the game text from the blueprint bytecode, and mark everything else that’s part of the blueprint asset as editor-only. This change should be present as of 4.11.