TSublassOf not found in c++

I’ve created a simple ActorComponent subclass with TSubclassOf UPROPERTY in c++. When I try to read this property in constructor it seems like it’s not set, even though I’ve set this in a blueprint.
That’s how things are set up:
.h:

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ActiveSkills/BaseSkill.h"
#include "Includes.h"
#include "SkillSet.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class UNTITLEDGAME_API USkillSet : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	USkillSet();
       // some other irrelevant methods her

protected:
	UPROPERTY(EditAnywhere, Category = "Setup")
		TSubclassOf<UBaseSkill> PrimarySkillClass;

	
};

.cpp (constructor only):

USkillSet::USkillSet()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = false;

	if(PrimarySkillClass.Get())
	{

		UE_LOG(LogTemp, Warning, TEXT("Creating skill"));

	}
	else
	{
		UE_LOG(LogTemp, Error, TEXT("No skill class"));
	}
}

In actor that uses this component I’ve set a class:

257947-eee.png

And even then PrimarySkillClass.Get() evaluates to false and I get “No skill class” in logs. What am I doing wrong?
I’m using UE 4.20.2

Nevermind, I’ve already solved this. Turns out I’ve had to create the component after the constructor returned (like here).