Values in details panel not saved after adding struct member in component

Hi,

I encountered a problem where after I added a member variable of a custom struct type to my ActorComponent which is exposed to the details panel I can not save any values of said member or other members in this component in the details Panel.

I have this struct:

USTRUCT(BlueprintType)
struct FAdvancedMovementData
{
	GENERATED_BODY()

public:

	FAdvancedMovementData()
	{
		MinSpeed = 0.f;
		MaxSpeed = 0.f;
		MaxSprintSpeed = 0.f;
		TurnRate = 0.f;
		LookUpRate = 0.f;
		IsMoving = false;
		IsSprinting = false;
		SpeedLevel = 0;
		MovementStance = EAdvancedMovementStance::Standing;
		MovementType = EAdvancedMovementType::None;
		CharacterRotation = FRotator::ZeroRotator;
		LookRotation = FRotator::ZeroRotator;
		InputVelocityRotationDiff = 0.f;
		TargetCharacterRotationDiff = 0.f;
	}

	UPROPERTY(EditDefaultsOnly)
	float MinSpeed;
	UPROPERTY(EditDefaultsOnly)
	float MaxSpeed;
	UPROPERTY(EditDefaultsOnly)
	float MaxSprintSpeed;

	UPROPERTY(EditDefaultsOnly)
	float TurnRate;
	UPROPERTY(EditDefaultsOnly)
	float LookUpRate;

	UPROPERTY(VisibleAnywhere)
	bool IsMoving;
	UPROPERTY(VisibleAnywhere)
	bool IsSprinting;
	UPROPERTY(VisibleAnywhere)
	int SpeedLevel;

	UPROPERTY(VisibleAnywhere)
	EAdvancedMovementStance MovementStance;
	UPROPERTY(VisibleAnywhere)
	EAdvancedMovementType MovementType;

	UPROPERTY(VisibleAnywhere)
	FRotator CharacterRotation;
	UPROPERTY(VisibleAnywhere)
	FRotator LookRotation;
	UPROPERTY(VisibleAnywhere)
	float InputVelocityRotationDiff;
	UPROPERTY(VisibleAnywhere)
	float TargetCharacterRotationDiff;

};

and this is my ActorComponent:

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class SHOOTER_API UAdvancedMovementComponent : public UActorComponent
{
	GENERATED_BODY()

public:	

	UAdvancedMovementComponent();

protected:

	virtual void BeginPlay() override;

	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
	
public:

	UPROPERTY(EditDefaultsOnly)
	FAdvancedMovementData MovementData;

private:

	class ACharacter* ParentActor;
	class UAdvancedMovementInputComponent* AdvancedMovementInput;

};

I noticed that this issue appears only when I have struct members which are set to EditDefaultsOnly while others are set to VisibleAnywhere, if I set all of them to VisibleAnywhere or EditDefaultsOnly it works fine. Does anybody know if this is the expected behavior or if it may be a bug?

Greetings