How to properly set a defaults for a C++ class in BP

I was using the VisibleDefaultsOnly option in my UPROPERTY macros, which allowed me to set the defaults for my variables in a data-only blueprint. Then something happened*. Essentially, I couldn’t set default class values in my blueprint when I built the project that time, and haven’t been able to since. Switching the macro to EditDefaultsOnly, for example, isn’t letting my skeletal mesh components work correctly and this has been an unfortunate turn from the previously perfect macro settings. Is there anything else that I’m missing which would prevent VisibleDefaultsOnly from allowing me to set defaults?
This has affected all of my classes as far as I can tell. Here is a photo of the unsettable defaults:

Here is the class: (BaseWeaponDrop.h)

class Afpchar;
class ABaseWeapon;

#pragma once
#include "GameFramework/Actor.h"
#include "BaseWeaponDrop.generated.h"

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

public:
	
	UPROPERTY(EditDefaultsOnly, Category = "Main")
	USkeletalMeshComponent* WeaponMeshComponent;
	
	UPROPERTY(EditDefaultsOnly, Category = "Main")
	UShapeComponent* WeaponCollision;

	UPROPERTY(EditDefaultsOnly, Category = "Main")
	TSubclassOf<ABaseWeapon> ActualWeapon;

	UPROPERTY()
	int32 LoadedAmmo;

	UPROPERTY()
	int32 TotalAmmo;

	////MODEL MANAGEMENT////

	UPROPERTY(EditDefaultsOnly, Category = "Mesh Management")
	USkeletalMesh* LeftFPMesh;

	UPROPERTY(EditDefaultsOnly, Category = "Mesh Management")
	USkeletalMesh* RightFPMesh;

	UPROPERTY(EditDefaultsOnly, Category = "Mesh Management")
	USkeletalMesh* TPMesh;

public:

	ABaseWeaponDrop();

	virtual void BeginPlay() override;

	virtual void Tick(float DeltaSeconds) override;

	UFUNCTION(BlueprintCallable, Category = "Actions")
	virtual ABaseWeapon* Pickup(Afpchar* InstigatingCharacter);

	virtual void Config(int32 NewLoadedAmmo, int32 NewTotalAmmo);

	////ACCESSORS////

	UFUNCTION(BlueprintCallable, Category = "Access")
	virtual int32 GetLoadedAmmo() { return LoadedAmmo; };

	UFUNCTION(BlueprintCallable, Category = "Access")
	virtual int32 GetTotalAmmo() { return TotalAmmo; };

	FORCEINLINE UShapeComponent* GetWeaponCollision() const { return WeaponCollision; }

	FORCEINLINE USkeletalMesh* GetLeftFPMesh() const { return LeftFPMesh; }

	FORCEINLINE USkeletalMesh* GetRightFPMesh() const { return RightFPMesh; }

	FORCEINLINE USkeletalMesh* GetTPMesh() const { return TPMesh; }

};

BaseWeaponDrop.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "halc.h"
#include "fpchar.h"
#include "Private/BaseWeapon.h"
#include "Private/BaseWeaponDrop.h"

ABaseWeaponDrop::ABaseWeaponDrop() //can call tick be set to false?
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = false;
	
	//initialize meshes
	//LeftFPMesh = CreateDefaultSubobject<USkeletalMesh>(TEXT("Left-handed FP Mesh"));
	//RightFPMesh = CreateDefaultSubobject<USkeletalMesh>(TEXT("Right-handed FP Mesh"));
	//TPMesh = CreateDefaultSubobject<USkeletalMesh>(TEXT("Third Person Mesh"));

	WeaponMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponMeshComponent34"));
	RootComponent = WeaponMeshComponent;

	WeaponCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("DroppedWeaponCollision"));
	WeaponCollision->AttachTo(RootComponent);

	WeaponMeshComponent->SetSimulatePhysics(true);
	WeaponMeshComponent->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
	WeaponMeshComponent->CanCharacterStepUpOn = ECB_No;
}

void ABaseWeaponDrop::BeginPlay()
{
	Super::BeginPlay();

}

void ABaseWeaponDrop::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

ABaseWeapon* ABaseWeaponDrop::Pickup(Afpchar* InstigatingCharacter) //can I get the drop destruction done here?
{
	UWorld* const World = GetWorld();
	if (World != NULL)
	{
		auto const Loc = GetActorLocation();
		auto const Rot = GetActorRotation();

		FActorSpawnParameters WeaponSpawnParameters = FActorSpawnParameters();
		WeaponSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
		ABaseWeapon* HeldWeaponCopy = World->SpawnActor<ABaseWeapon>(ActualWeapon, Loc, Rot, WeaponSpawnParameters); //use template instead?
		HeldWeaponCopy->Config(LoadedAmmo, TotalAmmo, InstigatingCharacter);
		Destroy();
		return HeldWeaponCopy;

	}
	else return NULL;
}

void ABaseWeaponDrop::Config(int NewLoadedAmmo, int NewTotalAmmo)
{
	LoadedAmmo = NewLoadedAmmo;
	TotalAmmo = NewTotalAmmo;
}

*I can’t exactly remember… which is part of the problem but bear with me (it might have been me using the in-engine compile button, or getting rid of some USTRUCTS).