I have a blueprint with a Call In Editor event which calls a function in the derived C++ class. That function sets a UPROPERTY integer TestVal to 5. I call the event in the editor and verify with a UE_LOG that the value is set to 5. When I press Play, I have another log on BeginPlay() which tells me the value of TestVal again. At this point, the value is no longer 5, but has been reset to the default value of 0.
How can I preserve the changes made in a Call In Editor function after the game begins?