LeapMotion AnimBody internal properties null after construction

I’m using the LeapMotion plugin included with 4.12 with one modification: the LEAPMOTION_API specifier has been added to all classes in the AnimBody folder to allow access to those classes in C++. When I add the AnimBody component to a Pawn in C++, the AnimHand objects in the component are instantiated, but their AnimFinger properties are all null. Adding the AnimBody component in blueprint results in all properties being instantiated, down to the AnimBone level.

Is the way I’m instantiating my AnimBody component incorrect? Is this series of classes just not meant to be exposed to C++? If so, why?

#BasePawn.h
#pragma once

#include "GameFramework/Pawn.h"
#include "AnimBody/AnimBody.h"
#include "BasePawn.generated.h"

UCLASS()
class TESTPROJECT_API ABasePawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	ABasePawn();
	
	UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "TEST")
		UAnimBody* NativeAnimBody;
};

#BasePawn.cpp
#include “TestProject.h”
#include “BasePawn.h”

// Sets default values
ABasePawn::ABasePawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	NativeAnimBody = CreateDefaultSubobject<UAnimBody>(TEXT("NativeAnimBody"));
}