How to properly initialize instanced uobjects

Thanks for your answer Tony

Just to clarify: if I create the Uobject In BeginPlay it would only exist during play which means I wouldn’t be able to edit the values in blueprint right? Maybe I’m just misunderstanding what exatly your’re suggesting.

Also since I’m not creating the UObject in the construction script how would disabling it fix the reset. is there some behind the scenes stuff going on there? I initially was creating the UObject in the C++ constructor of the ActorComponent it should be a part of. From what I’ve found online the construction script and the c++ constructor should be independent.