Time Synth clips break on editor reload

First I want to say Time Synth looks like a great tool, I am learning about it, and so I am posting this to share the bug I found with Time Synth clips breaking on next load of editor.

  1. I create a new C++ class extending from Actor, I add Blueprint events to the .h file and link the class to the music handling class. (this part doesn’t seem to matter)
  2. I create a few Time Synth clips of course and a blueprint extending from my new Class. In the blueprint I add this

  1. All good, I can put this blueprint in the level and it will work, I can restart the editor , all seems fine.
  2. Then instead of manually placing this blueprint in the level, I wanted to spawn this blueprint from code on start of the game. And if I compile the code while editor is open, using hot reload, it works, right until I close the editor, because next time I try to open the project, “only” the Time Synth clips used in the blueprint get broken like this

Any other not used Time Synth clips remain unaffected.
5. And the blueprint now looks like

  1. The affected Time Synth clips are broken and have to be deleted, or in some cases they just disappear. I can rebuild the blueprint part and it will of course work again.
  2. I noticed this same thing happened if I added those nodes in my HUD blueprint (which is extended from my C++ HUD class). On editor restart it breaks the links.
  3. However if I simply do it again in same way I had it at start, by manually putting the blueprint in my startup level. Then it all works fine.
  4. Oh and btw this same thing happens in UE4.24.3