How Can I Edit Default Properties of C++ BehaviorTree Service in Editor?

I composed an AI using [Unreal Document Guide][1].
Then, I tried to make same thing using C++.

I wrote the C++ code :

UCLASS()
class GAME_API UEnemyAgroCheckService : public UBTService
{
    GENERATED_BODY()

protected:
    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Target", meta = (AllowProtectedAccess = "true"))
    TSubclassOf<class AGameCharacter> PlayerCharacter;

    FVector MyLocation;

    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Target", meta = (AllowProtectedAccess = "true"))
    FBlackboardKeySelector TargetToFollow;

    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Target", meta = (AllowProtectedAccess = "true"))
    FBlackboardKeySelector TargetLocation;

public:
    UEnemyAgroCheckService();

    virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
};

Compiling the code is successful but in behavior tree, the UPROPERTies aren’t reflected in details panel.

How can I edit the properties of the BTService in details panel? Creating Blueprint class based on the UBTService’s child class is invalid so I’m confused :frowning: