Need help understanding how this random mesh script works

So I am trying to learn more about Unreal and am not retaining much information for videos, so I figured I would start reverse engineering the ContentExamples. Currently I am looking at the random mesh blueprint that is in map “Blueprints_Advanced” and is the first example:

I decided I wanted to try and change the mesh that is shown on this example, so I clicked on Edit BP_Random_Meshes and I believe I found an array that has the meshes:

I’m not sure where the black boxes are coming from since it just shows the white box mesh, but I would like to see what happens if I at least change one of them.
So I changed the mesh to something else and then hit compile and save figuring this should make it different:

I clicked on the viewport tab to see if it shows the new mesh I have chosen, it seems to, and each time I hit compile it randomizes position/scale/rotation as expected:

But when I look back at the map the meshes have not changed, even if I keep hitting compile and save or close/reopen the map it does not change the mesh, but it does still randomly change position/scale/rotation:

So why the heck is this blueprint not working how I expect it to work? What am I missing here?

Hello

In my image, you can see that someone (staff) changed the dafault property of 1 mesh, to 2 meshes inside the level. That is why it is spawning the black boxes too.

So I was using 4.10 before and the black box element wasn’t there. I downloaded 4.11 a while ago but had not really messed with it, now I pretty much have to since 4.10 errors out on launch suddenly. Once I went in with 4.11 everything seems to be like how you have in your picture, and I can change the elements with it working instantly. I’m still confused as to what was causing this issue initially, but I’m happy enough knowing that it works now as I figure it would work. Thanks for your response!