Why are Blueprint components not refreshed after code change?

Hi,
I am working with the source code from git which should be the last out (version 4.2.0) and am of course compiling my game project source code with the editor closed. I even went to recompile everything in case something was odd but still no change in my blueprint in the editor.

I will try to create a new project to see if I can recreate the issue from scratch but I do have little hope.

If that helps, I am using windows 8.1 with visual studio ultimate 2013 and, again, UE 4.2 from github

Thanks for your time !

** EDIT:

So I went ahead and created a project right after posting my comment and got the exact same undesired behavior.

I used this tutorial, copy pasted both .h and .cpp and compiled. I then launched the Editor, created a blueprint as refered in the previous link and saved it. I finally went back to VS, added those lines :

// .h
	/** sphere component */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Switch Components")
		TSubobjectPtr<USphereComponent> Sphere2;

// .cpp constructor

	Sphere2 = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("Sphere2"));
	Sphere2->InitSphereRadius(250.0f);
	Sphere2->AttachParent = RootComponent;

Compiled the project abd finally relauched the Editor and there were no shpere2 in the blueprint components.

** EDIT2: Creating a second blueprint having the same parrent does show sphere2 which make me beleive that the code is correct.