OnConstruction() is not correctly executed

I’m writing an ALadder class by C++ inspired by a Alan Noon’s tutorial Blueprint Creating a 2D Side-Scroller | 04 | Live Training | Unreal Engine - YouTube.
Currently the class is very simple:

Ladder.h

#pragma once

#include "GameFramework/Actor.h"

#include "Ladder.generated.h"

class UPaperSprite;

UCLASS()
class ALadder : public AActor
{
	GENERATED_BODY()

public:

	ALadder();

	virtual void OnConstruction(const FTransform& Transform) override;

protected:

	UPROPERTY(EditAnywhere, Meta = (MakeEditWidget = true))
		FVector TopVector{FVector(0.0f, 0.0f, 100.0f)};

	UPROPERTY(EditAnywhere, Meta = (MakeEditWidget = true))
		FVector BottomVector{FVector(0.0f, 0.0f, 0.0f)};

	UPROPERTY(EditAnywhere)
		float RungOffset{ 10.0f };

	UPROPERTY(EditAnywhere)
		UPaperSprite* RungSprite {};

private:
};

Ladder.cpp

#include "Actors/Ladder.h"
#include "PaperSprite.h"
#include "PaperSpriteComponent.h"
#include "UObject/UObjectIterator.h"

ALadder::ALadder() 
{
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootSceneComponent"));
}

void ALadder::OnConstruction(const FTransform& Transform)
{
	Super::OnConstruction(Transform);

	BottomVector = FVector(0.0f);
	TopVector.X = 0.0f;
	TopVector.Y = 0.0f;

	TArray<UActorComponent*> SpriteComponents = GetComponentsByClass(UPaperSpriteComponent::StaticClass());
	// Remove all components
	for (auto It = SpriteComponents.CreateIterator(); It; It++)
	{
		(*It)->DestroyComponent();
	}

	UPaperSpriteComponent* SpriteComponent = nullptr;
	float Diff_Z = (TopVector - BottomVector).Z;
	if (Diff_Z < 0.0f)
	{
		TopVector = BottomVector;
	}

	int32 RungsNumber = (int)(Diff_Z / RungOffset);
	// Add components
	for (int32 i = 0; i <= RungsNumber; ++i)
	{
		SpriteComponent = NewObject<UPaperSpriteComponent>(this);
		FAttachmentTransformRules AttachmentRules(EAttachmentRule::KeepRelative, false);
		SpriteComponent->AttachToComponent(RootComponent, AttachmentRules);
		SpriteComponent->SetRelativeLocation(FVector(0.0f, 0.0f, RungOffset * i));
		SpriteComponent->SetSprite(RungSprite);
		SpriteComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
	}
}

When I try to modify the TopVector by the widget in editor, the rungs don’t appear, but when I try to modify the TopVector default value by the Details panel, it works correctly.
I noticed when I used the TopVector widget, the ALadder::OnConstruction() was called twice; these are the two different call stacks:

First call stack:

>	UE4Editor-platformer-6449.dll!ALadder::OnConstruction(const FTransform & Transform) Line 13	C++
 	UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 839	C++
 	UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 494	C++
 	UE4Editor-Engine.dll!AActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 125	C++
 	UE4Editor-UnrealEd.dll!FEdMode::InputDelta(FEditorViewportClient * InViewportClient, FViewport * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale) Line 378	C++
 	UE4Editor-PlacementMode.dll!FPlacementMode::InputDelta(FEditorViewportClient * InViewportClient, FViewport * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale) Line 437	C++
 	UE4Editor-UnrealEd.dll!FEditorModeTools::InputDelta(FEditorViewportClient * InViewportClient, FViewport * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale) Line 729	C++
 	UE4Editor-UnrealEd.dll!FEditorViewportClient::InputWidgetDelta(FViewport * InViewport, EAxisList::Type CurrentAxis, FVector & Drag, FRotator & Rot, FVector & Scale) Line 3283	C++
 	UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::InputWidgetDelta(FViewport * InViewport, EAxisList::Type InCurrentAxis, FVector & Drag, FRotator & Rot, FVector & Scale) Line 2383	C++
 	UE4Editor-UnrealEd.dll!FEditorViewportClient::UpdateMouseDelta() Line 2130	C++
 	UE4Editor-UnrealEd.dll!FEditorViewportClient::Tick(float DeltaTime) Line 1180	C++
 	UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::Tick(float DeltaTime) Line 2138	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1800	C++
 	UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 403	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 3699	C++
 	[Inline Frame] UE4Editor.exe!EngineTick() Line 62	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 174	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 262	C++
 	[External Code]	

Second call stack:

>	UE4Editor-platformer.dll!ALadder::OnConstruction(const FTransform & Transform) Line 13	C++
 	UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 839	C++
 	UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 494	C++
 	UE4Editor-Engine.dll!AActor::PostEditMove(bool bFinished) Line 147	C++
 	UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::TrackingStopped() Line 2910	C++
 	UE4Editor-UnrealEd.dll!FMouseDeltaTracker::EndTracking(FEditorViewportClient * InViewportClient) Line 306	C++
 	UE4Editor-UnrealEd.dll!FEditorViewportClient::StopTracking() Line 2655	C++
 	UE4Editor-UnrealEd.dll!FEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float __formal, bool __formal) Line 2590	C++
 	UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool bGamepad) Line 2607	C++
 	UE4Editor-Engine.dll!FSceneViewport::OnMouseButtonUp(const FGeometry & InGeometry, const FPointerEvent & InMouseEvent) Line 566	C++
 	UE4Editor-Slate.dll!SViewport::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 202	C++
 	[Inline Frame] UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l13::<lambda_8aae5586f97da0914c7f98177fd6d3e0>::operator()(const FArrangedWidget &) Line 5592	C++
 	UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_8aae5586f97da0914c7f98177fd6d3e0> >(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l13::<lambda_8aae5586f97da0914c7f98177fd6d3e0> & Lambda) Line 270	C++
 	UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent(FWidgetPath & WidgetsUnderPointer, FPointerEvent & PointerEvent) Line 5576	C++
 	UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 6087	C++
 	UE4Editor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const FVector2D CursorPos) Line 6060	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1831	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2281	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1511	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 766	C++
 	[External Code]	
 	[Inline Frame] UE4Editor-ApplicationCore.dll!WinPumpMessages() Line 107	C++
 	UE4Editor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 130	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 3615	C++
 	[Inline Frame] UE4Editor.exe!EngineTick() Line 62	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 174	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 262	C++
 	[External Code]

Maybe I found a solution but I didn’t really understand why it works. After I create a new component I call the UActorComponent::RegisterComponent() method and it solves the issue. Does anyone know why it works? The wierd fact is that previously it only worked correctly if I modified the TopVector by Details Panel.