Blueprint doesn't successfully update with C++ constructor changes

Trying to make a very simple change to a character I have setup, I wanted to add in my code a relative offset to a spring arm component so that it’s looking at the character’s head instead of the waist, however the change is ignored since the blueprint has already been created. And from what I can tell my only current options are to recreate the blueprint, which is a pain since other things reference it, change the logic to some other location, which is a bother because then I’m spreading out the initialization logic for a silly reason, or I can set something up in blueprints which is the same as the previous issue.

Perhaps Epic could make a way to call a blueprint’s parent’s c++ constructor from within the editor or make it possible to force a blueprint to recreate it’s class defaults from within the editor.

Note: I found an old post that said restarting the editor would recall the constructor, but in this case the code change still did not go through.

Bumping this since I still find this an annoying workflow issue.

I posted something similar with needing to re-create the blueprint after changing component types…it is annoying