Use attached project to skip c++ steps. Follow from step 6.

Steps to Reproduce
  1. Create two c++ classes based on UActorComponent (uMyComponentFirst, UMyComponentSecond)
  2. Create two c++ classes based on AActor (AMyActorBaseFirst, AMyActorBaseSecond)
  3. Add a UMyComponentFirst member named MyComponent to AMyActorBaseFirst and initialize it using CreateDefaultSubobject
  4. Add a UMyComponentSecond member named MyComponent to AMyActorBaseSecond and initialize it using CreateDefaultSubobject
  5. Create a C++ class based on AMyActorBaseFirst (AMyActor)
  6. Compile, start the editor
  7. Create a blueprint based on AMyActor
  8. Compile and save, shut down the editor
  9. Change AMyActor's base class to AMyActorBaseSecond
  10. Start the editor, open your blueprint and click on MyComponent, note that no properties are displayed

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ComponentGameplay - Blueprint Compiler
Affects Versions4.19
CreatedFeb 26, 2018
UpdatedFeb 26, 2020