Blueprint loses its parent on launch

Hi!

In my project I had a blueprint inheriting from AWheeledVehicle, with this class chain:

AWheeledVehicle > BP_Vehicle > BP_Car …

Now I created a new C++ class, named Vehicle, between AWheeledVehicle and BP_Vehicle, having this new chain:

AWheeledVehicle > Vehicle (C++) > BP_Vehicle > BP_Car …

Everyting was working fine. But now I have a very strange and annoying problem: everytime I reload the project the BP_Vehicle’s parent resets to AWheeledVehicle, generating a lot of compilation errors.
If I do a reparenting again on Vehicle everything fixes, but I have to do this every time I launch the project.
Is there something wrong with my C++ class? Or is something related to the AWheeledVehicle class?

Here is the header of my Vehicle class, thanks in advance for any hint you could give me.

#pragma once

#include "CoreMinimal.h"
#include "Glb.h"
#include "WheeledVehicle.h"
#include "Vehicle.generated.h"

UCLASS()
class NEXTDRIVING_API AVehicle : public AWheeledVehicle
{
	GENERATED_BODY()

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	AVehicle(); 
	virtual void Tick(float DeltaTime) override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
	ECameraMode CameraMode;

	USkeletalMeshComponent* VehicleMesh; 
	UCameraComponent* Camera; 
	TArray<UActorComponent*> SpringArms;
	USpringArmComponent* HoodSpringArm; 
	USpringArmComponent* ChaseSpringArm;

	UFUNCTION(BlueprintCallable)
	void SetCameraMode(ECameraMode Mode);
	
	UFUNCTION(BlueprintNativeEvent)
	void VehicleTestEvent();
	void VehicleTestEvent_Implementation(); 
};

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Thanks