Steps to Reproduce
On a regular setup of UE 5.4.4 using a code based project, add an actor class as followed
`UCLASS()
class MYPROJECT_API ATestActorInstance : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Instanced, Category = “My Category”)
TObjectPtr m_SomeInstance = nullptr;
};`Create a blueprint inheriting this new actor and setup any UObject for the “m_SomeInstance” member.
Add an instance of the actor in a level then change the UObject in the “m_SomeInstance” member from the default blueprint.
As a result, the member is not updated in the instance of the actor in the level and stays the same as when it was instancied instead of the one in the default blueprint.