Blueprint Split Struct parameter serialization broken in 4.16

Hi,
I’m trying to step from 4.13 to 4.16 and I get some trouble with some blueprint calls to native code when loading my level in the editor : the members of a parameter split struct are not serialized correctly and I get an error instead.
Here’s how it looked in 4.13 :

And here’s what I get in 4.16 :

Here’s the definition of the struct and the function:

USTRUCT()
struct FSpeakerLineInfo
{
	GENERATED_USTRUCT_BODY()
	
	UPROPERTY(EditAnywhere, BlueprintReadWrite)	float			fDuration;
	UPROPERTY(EditAnywhere, BlueprintReadWrite)	FText			SpeakerName;
	UPROPERTY(EditAnywhere, BlueprintReadWrite)	FText			LineStr;
	UPROPERTY(EditAnywhere, BlueprintReadWrite)	USoundCue		*LineSound;
	UPROPERTY(EditAnywhere, BlueprintReadWrite)	UTexture2D		*Character_Tex;
	UPROPERTY(EditAnywhere, BlueprintReadWrite)	TEnumAsByte<ESpeakerLinePosition>		Position;

	FSpeakerLineInfo()
	{
		fDuration = 4.0f;
		Character_Tex = NULL;
		Position = ESpeakerLinePosition::Left;
	}
};
    	UFUNCTION(BlueprintCallable, Category="SVEX")
    		virtual void IncomingCall(FSpeakerLineInfo Info);

As you can see, when the level’s blueprint is loaded, the node that is supposed to create the struct param for the call has its Struct member set to NULL. So it’s replaced by the FallbackStruct definition.

I have hundreds of these in the game, so patching them by hand is not an option.
I guess that we’ll have to stick to 4.13 until we find a workaround.
Any help on this is welcome.