I worked with a colleague of mine to try a different approach to this, and we did end up getting it working. Basically changing a property on a component like that causes Unreal to reevaluate all the objects stored in memory (or so we think?). By moving away from the object-oriented approach, and instead rebuilding the list of components every time we loop over, minus ones that were already processed, we were able to get it apply the property settings to all selected actors / components / properties. Kind of a roundabout way of doing things, and it’s not very fast to process on large selections, but it does work.