UE 4.24 : Restarting the editor resets Actor properties

Hello,

I have a project where I procedurally generate an Actor’s properties. However, when restarting the editor, some of those properties are always nulled. I believe this is due to my UCLASS specifiers, but I am not sure how to fix it since I require some of them to edit everything inside the editor.
My structure is as follows :
Main class, which I spawn in the editor :



UCLASS()
ProceduralPlanetActor

public : 
   UPROPERTY(VisibleAnywhere, Instanced, Category = "Planet Settings")
        UProceduralPlanetSettings* PlanetSettings;


Settings class, which controls data input :



UCLASS(DefaultToInstanced)
class PROCEDURALPLANETGENERATOR_API UProceduralPlanetSettings : public UObject
{
    GENERATED_BODY()
public:
    UPROPERTY(EditAnywhere)
        FRandomStream Seed;
    UPROPERTY(EditAnywhere)
        float Radius;
    UPROPERTY(EditAnywhere)
        int32 Resolution;

    UPROPERTY(EditAnywhere, Instanced)
        TArray<UNoiseLayer*> NoiseSettings;


Shortened NoiseLayer.h class and one of its children, since its an abstract parent class :



UCLASS(Abstract)
class NOISEGENERATOR_API UNoiseLayer : public UObject




UCLASS(EditInlineNew)
class UValueNoise : public UNoiseLayer 


The only data being saved after restarting the editor is the Seed, Radius and Resolution.
The array of NoiseLayers is allways nulled after restart.
How can I change my specifiers to properly save my data ?