USTRUCT properties populated in blueprint are cleared on device launch

Hi.

I created simple AHUD derived class with UStruct, created a blueprint based on it, populated this Ustruct in the editor. In mobile preview it works nicely, but on real device (iPad Air) struct fields just got cleared. Please take a look.

UE 4.3.0, Launcher based

Mac OS X 10.9.4
Xcode 5.1.1
iPad Air, iOS 7.1.2

header:

USTRUCT()
struct FDebugButton
{
    GENERATED_USTRUCT_BODY()
    
    /**  */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Buttons)
    FString Name;
    
    /**  */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Buttons)
    int32 ButtonValue;
    
};

UCLASS(Blueprintable)
class BATTLEMAGE_API ABattlemageDebugHUD : public AHUD
{
    GENERATED_UCLASS_BODY()

    /** Debug buttons */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Buttons)
    TArray<FDebugButton> Buttons;
    
    virtual void BeginPlay() override;
    
}

source:

void ABattlemageDebugHUD::BeginPlay()
{
    for (auto& CurrentButton : Buttons)
    {
        FString DebugText = FString::Printf(TEXT("Button value: %u, Name: "), CurrentButton.ButtonValue) + CurrentButton.Name;
        GEngine->AddOnScreenDebugMessage(-1, 30.0f, FColor::Green, DebugText);
    }
}

Editor:

https://dl.dropboxusercontent.com/u/83133453/Buttons.png

Mobile preview:

https://dl.dropboxusercontent.com/u/83133453/MobilePreview.png

Device:

https://dl.dropboxusercontent.com/u/83133453/Device.jpg

Sorry for my bad English.

Hi RXL,

Thank you for your report. There is a known issue with structs not retaining information properly. It has been reported by our staff and is being worked on. I apologize for any inconvenience that this has caused you. Please let us know if there is anything else that we can do to help you in the meantime.

Cheers,

Thank you for such quick response. I hope this issue will be resolved in 4.4.