Why aren't my struct's contents exposed to Blueprint?

I have a very simple struct I’m using to encapsulate values for a data node:

USTRUCT(BlueprintType)
struct FInformationNode {
	GENERATED_USTRUCT_BODY()


		UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
		int32 NodeID;

		UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
		int32 InformationID;

		UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
		bool discovered;

		UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
		ENodeType type;
		
		UPROPERTY(VisibleAnywhere,BlueprintReadOnly)
		TArray<int32> NodeConnections;


	bool operator==(const FInformationNode& rhs) const {
		return NodeID == rhs.NodeID;
	}
};

I’ve set the struct as BlueprintType, and marked each variable that I want to be able to view in Blueprint as BlueprintReadOnly, but when I extend a pin from the struct’s reference inside Blueprint, it won’t let me view any of my variables- am I missing a macro or something?

With this you can only do view output, if you can’t then i guess it’s a bug.

Maybe insted of doing BlueprintReadOnly on struct properties, do that on varables that use that struct insted, it will make them all read only then.

I could be wrong but I do believe that break struct should allow you to read the values.