Issues/ Bug`s with C++ derived USTRUCTS and Blueprints

Hello I have come across a really annoying issue that hopefully can be avoided.
If you have defined a USTRUCT and use them in Blueprints/ UMG.

If you for some reason need to add a member to that structure for some reason.
ALL the Blueprints / Widgets that have a structure of that type, is broken.
And you have to re-add/ re-do all the cases where you are using that structure.
Both for members and functions.

Any idea way?

This happens even in raw BP structs (IE not C++ backed ones) as well. I just don’t think BP is able to handle the changes sadly.

I think it’s something to do with the compiled Struct ID or something… each USTRUCT type is given some Unique Identifier (possibly for GC) and those identifiers break when you recompile or add stuff to the struct. Engine bug for sure.