Float values with the meta tag expose on spawn aren't retaining their value when the value is set with a Spawn Actor node. It appears to only be floats. Maybe it has something to do with the change to Float Real in Blueprints.
If you make a Blueprint of the c++ class you get the same results. Setting the value in code, or in the blueprint works as expected.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true)) float var1;
Expected Result:
5.0 is printed out
Actual Result:
0.0 is printed out
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-143935 in the post.
| 1 | 
| Component | UE - Gameplay | 
|---|---|
| Affects Versions | 5.0 | 
| Target Fix | 5.0 | 
| Fix Commit | 19218950 | 
|---|---|
| Release Commit | 19218950 | 
| Created | Feb 25, 2022 | 
|---|---|
| Resolved | Mar 2, 2022 | 
| Updated | Jan 25, 2023 |