SetMorphTarget via editor utility widget does not reflect change in viewport

Calling “SetMorphTarget” on a skeletal mesh component from an editor utility widget updates the value, but does not reflect any change in the viewport.

Running the blueprint’s construction script manually outside of the widget refreshes the skeletal mesh component in the viewport and applies the morphs as expected using the previously applied values.
Using “Run actor construction scripts” after updating the morph targets does not work either.