Widget Blueprint Variable Question.

Im having a little bit of issue getting UE to retain its variables correctly when I run in stand-alone mode. I will explain the situation.

I have a generic “Passive Skill” Widget I add multiple of to a “passive tree”, and each skill has an array of “linked passive skills” showing what each one specifically connects to. In the pre-construct of the passive skill widget blueprint each node reaches out to its neighboring linked nodes and propagates them with data.

This all works perfectly fine in the editor and playing in pie but not in stand alone mode, and I have noticed something odd… Once variables propagate out via pre-construct… if I then disconnect the pre-construct and hit compile on the passive skill blueprint, all of the variables it had filled in to all neighbors just revert back. Only variables I change manually persist on each of the passive skills. Ive used a similar method of auto population for in game actors to great success, but widgets seem to handle variables differently during construction and I can’t quite get my finger on why its happening.
Anyone have any ideas why my variables are not being maintained?