How to Load Array of Struct with Config

I am trying to use the Config system to allow me to load an array from a Default.ini file.

UENUM()
enum SensorType { RADAR = 0, LIDAR };

UCLASS(config = Game)
class USensorPlacementConfigData : public UObject
{
	GENERATED_BODY()
public:
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float rot_x;
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float rot_y;
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float rot_z;
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float rot_w;

	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float scale_x;
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float scale_y;
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float scale_z;

	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float trans_x;
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float trans_y;
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		float trans_z;

	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		TEnumAsByte<SensorType> type;
};

UCLASS(Config = Game)
class WATOSIM_API ASensorMountedVehicle : public AWheeledVehicle
{
	GENERATED_BODY()
	

public:
	UPROPERTY(Config, BlueprintReadWrite, EditAnywhere)
		TArray<TSubclassOf<class USensorPlacementConfigData >> sensors;

	//UPROPERTY(BlueprintReadWrite, EditAnywhere)
	TArray<class ASceneCapture2D *> mountedSensors;

	//UPROPERTY(BlueprintReadWrite, EditAnywhere)
	TArray<class UTextureRenderTarget2D *> sensorRenderTargets;

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


	~ASensorMountedVehicle();
};

I am trying to load the sensor arrya with the following .ini

[Script/WATOSIM_API.SensorPlacementConfigData]
rot_x=0, /
rot_y=0, /
rot_z=0, /
rot_w=0, /
scale_x=0, /
scale_y=0, /
scale_z=0, /
trans_x=0, /
trans_y=0, /
trans_z=100, /
type=USensorPlacementConfigData::SensorType::LIDAR

The code to load the array is

void ASensorMountedVehicle::BeginPlay()
{
	Super::BeginPlay();
	UE_LOG(LogTemp, Error, TEXT("NumSensor: %d"), sensors.Num());
	sensorRenderTargets.Reset();
	for (auto &sensor : sensors) {
		auto s = sensor.GetDefaultObject();
		UE_LOG(LogTemp, Error, TEXT("%f %f %f %f, %f %f %f, %f %f %f, %d"), 
			s->rot_x, s->rot_y, s->rot_z, s->rot_w, s->scale_x, s->scale_y, s->scale_z,
			s->trans_x, s->trans_y, s->trans_z, (int)s->type.GetValue()
		);
}

In the editor I am able to set the arrays default value, I added one element, but have no option to edit the actual values for each struct.