When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "None" when the blueprint's defaults are changed/compiled.
This does not occur if the pointer is created as part of a class (code or blueprint) and then set to an instance of that class.
No - behavior occurs in 4.13.2 as well
The value of TestActor in the My Scene component resets to None after compile
TestActor holds reference to MyActorBP instance after compiling the MyActorBP blueprint
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