Static mesh instance added by C++ does not refresh its elements location in editor

I`m trying to make bullet manager. I made a simple C++ class with single static mesh instance in it to represent bullets with. Then I created a BP based on that class. When I manually add some elements and try to move them it does not refresh their position in the editor every frame but only once when I compile blueprint.
On the other hand when I add static mesh instance component from blueprint menu it works as usual - every frame locations of elements are updated.

.h

public:	
	AProjectileSpawner();

protected:
	virtual void OnConstruction(const FTransform& Transform) override;

	UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = "Settings")
	USceneComponent* DefaultSceneRoot = nullptr;

	UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = "Settings")
	UInstancedStaticMeshComponent* StaticMeshInstance = nullptr;
};

.cpp

AProjectileSpawner::AProjectileSpawner()
{
	PrimaryActorTick.bCanEverTick = false;
	DefaultSceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));
	RootComponent = DefaultSceneRoot;
	StaticMeshInstance = CreateDefaultSubobject<UInstancedStaticMeshComponent>(TEXT("ProjectileStaticMeshInstance"));
	StaticMeshInstance->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}