Create Subobjects on components in Editor in C++

I am trying to setup a simple system so that I do not have to hard code every fraking thing, so I can leverage the power of blueprints and the power of C++ at the same time. Now I almost got this to work, I was darn near there and I even celebrated only to find out the bloody thing still does not work. The problem. I have a component. On that component I have an array of structs. This array of structs ONLY exists in the editor version of the game. Their job is to allow a designer to dynamically add various traits to a character. The struct contains a Class as well as some other default values that can be set (such as the traits rating). So for example I create a trait named strength in the struct array and set it to 25. That array is interpreted, the Class for the struct is Created, and the new Trait object’s rating is set to 25. This ACTUALLY works in the editor, I was so happy, the sky was blue, the birds where singing, the clouds where darn near smiling at me. Then I compile… My Dynamically added trait vanishes, set to null. It’s array entry is still there but it’s empty, lost into the void. Head, palm, face, desk.

I have tried so, so many variations to get this working… To have gotten this close after working on this for days to only end with a spectacular fail, and seemingly no way to figure it out, is stroke worthy.