Blueprint doesn't affect its parent - Unreal Engine - c++

I have C++ Character class called VRCharacter with the attributes programmed in C++ as follow:
VRRoot = CreateDefaultSubobject<USceneComponent>(TEXT("VRRoot"));
VRRoot->SetupAttachment(GetRootComponent());
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(VRRoot);
DestinationMarker = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DestinationMarker"));
DestinationMarker->SetupAttachment(GetRootComponent());
And I have created a blueprint with the VRCharacter as its parent and when I open the blueprint, i can see all the attributes I declared in the code as shown below:
And I can see on the top right written that the parent is VRCharacter
But when I play the game and navigate to the VRCharacter in the scene, I don't see all the attributes, I can only see the Mesh and the DestinationMarker as shown in the picture below:
And when I apply some changes to the DestinationMarker from the blueprint such as changing the Static Mesh, it doesn't get applied to the VRCharacter in play mode.
Why my blueprint doesn't affect its parent? is there anything I might be doing wrong?

It looks like you added the C++ class to the scene instead of your blueprint 'subclass'. Try dragging your BP_VRCharacter into the scene, and the world outliner should display 'BP_VRCharacter' as type instead of 'VRCharacter'

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