SplineMeshComponent bugged? c++

I have been working on spawning splinemeshcomponent through c++

But I don’t see them working.

This is what I am doing
.h

	/** Spline component responsible for creating the ring structure */
	UPROPERTY()
	TSubobjectPtr<USplineComponent> SplineComp;

    /** Array to store mesh components */ 
	UPROPERTY()
	TSubobjectPtr<USplineMeshComponent> SplineMeshArray[12];

And the cpp file

APlanetActor::APlanetActor(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
SplineComp = PCIP.CreateDefaultSubobject<USplineComponent>(this, TEXT("SplineComp1"));
	
	for (int32 i = 0; i < 12; i++)
	{
		FString TheName = "Splinemesh" + FString::FromInt(i);
		SplineMeshArray[i] = PCIP.CreateDefaultSubobject<USplineMeshComponent>(this, FName(*TheName));
		SplineMeshArray[i]->SetStaticMesh(SplineStaticMesh);
		SplineMeshArray[i]->ForwardAxis = ESplineMeshAxis::Y;
	}
}

After setting the values of the splinecomponent,

I set the values of splinemeshcomponent a bit after the actor has been spawned

for (int32 i = 0; i < 11; i++)
{
	FVector StartLocation, StartTangent, EndLocation, EndTangent;
	SplineComp->GetLocalLocationAndTangentAtSplinePoint(i, StartLocation, StartTangent);
	SplineComp->GetLocalLocationAndTangentAtSplinePoint((i + 1), EndLocation, EndTangent);
	SplineMeshArray[i]->SetStartAndEnd(StartLocation, StartTangent, EndLocation, EndTangent);
	FVector Location = SplineMeshArray[i]->GetStartPosition();
	GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Red, FString::SanitizeFloat(Location.X) + " " + FString::SanitizeFloat(Location.Y) + " " + FString::SanitizeFloat(Location.Z));
}

The GEngine shows the location of all the spline mesh but, I can’t see the mesh at all. The code is executed a bit after beginplay.

It might be that you need to call RegisterAllComponents(); after you create the SMCs