WorldSettings override does'nt work

Hello.
I am setting up a game following the Lyra structure and so I made a custom C++ Class that inherits from AWorldSettings to add a custom property. I Created this class like that

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/WorldSettings.h"
#include "MyGameWorldSettings.generated.h"

class UMyGameExperienceDefinition;
class UGameFeatureAction;

UCLASS()
class MYGAME_API AMyGameWorldSettings : public AWorldSettings
{
	GENERATED_BODY()
	
public:
	AMyGameWorldSettings(const FObjectInitializer& ObjectInitializer);

	FPrimaryAssetId GetDefaultGameplayExperience() const;

protected:
	UPROPERTY(EditDefaultsOnly, Category = GameMode)
	TSoftClassPtr<UMyGameExperienceDefinition> DefaultGameplayExperience;
};

And I made this in the DefaultEngine.ini :

WorldSettingsClassName=/Script/MyGame.MyGameWorldSettings

I restarted my project, even generated Visual Studio project files, but my DefaultGameplayExperience property still does’nt show in the WorldSettings panel.

There is a things that maybe have a link with my issue. My C++ classes doesn’t appear in my C++ Classes folder (I have already check Show C++ Classes), unless I hotreload my project ; then after they appear. But If I restart my project, they still doesn’t appear until I hotreload my project (expected the basic classes that Unreal created at project creation i.e MyGameCharacter and MyGameMode). And same thing when I wanted to define my WorldSettings class, Visual Studio proposes me only this two classes (like the other classes, of which my WorldSettings class, aren’t visible). That’s why I think there is maybe a link between my issue and this fact.

Does someone have a solution to my issue ?
Thanks.