UDistributionFloat reset to None on blueprint compile

I have a C++ AGameModeBase sub-class that has a UDistributionFloat member:

class UDistributionFloat* MyFloatDistribution;

I have a Blueprint sub-class where I’m trying to set the distribution. It appears to work (I can see the distribution drop down menu), but as soon as I hit the Blueprint editor’s Compile button, MyFloatDistribution is reset to None and there are no errors in the logs.

Is this a bug or am I missing something?

minimal example project here:…llDistribution

I ended up filing an issue for this and Epic logged a report for it. Unreal Engine Issues and Bug Tracker (UE-74586)