Setting StaticMesh subcomponents of a SceneComponent class not working

I have a C++ SceneComponent class that has a couple StaticMeshComponents as subcomponents that are exposed to blueprints. I have a c++ pawn class that uses this component. After creating a blueprint based off this pawn class, I want to be able to set the StaticMesh subcomponents of the SceneComponent in the blueprint class defaults (instead of manually in c++ code). I can drag my desired static meshes into the corresponding StaticMesh field, but after compiling and saving the blueprint, the meshes are still not updated. The class defaults boxes have static meshes assigned, but when I launch the game, the StaticMesh subcomponents have NULL static meshes.

If I manually use the FObjectFinder and set the static mesh using c++ code, it works. But I would definitely like to figure out how to set the meshes using the blueprint class defaults instead. What’s the proper way to do this?