I have a c++ component with a property exposed to the editor:
UPROPERTY(EditAnywhere)
TArray<FVector> ThrusterLocations;
I have added this component to a blueprint class and I can edit the values of the array:
At one point I added 4 values to the array and then I deleted them and took the screenshot above.
The problem is that the 4 values that I deleted are obviously still being loaded into that array at runtime. I have verified this through on-screen debugging and by stepping through the c++ code that iterates that array.
If I change the default values pictured above they DO propagate to runtime.
If I add more values they DO NOT propogate to runtime.
The editor crashed when I removed the UPROPERTY macro and tryed to compile through the editor. It crashed again when I added the macro back and tried to compile. I was doing this in an attempt to reset whatever datastore these values are saved in.