Procedurally generated editable Subobjects

Hello,

I am creating a game with a 3D Grid playfield. The Playfield is an object and leveldesigners can set the dimension of the playfield via the details panel. For each gridpoint a scene component gets added and to each scene component a set of components for each side (6 Sides). The sides have game relevant settings which i want to be editable via the details panel, however:

Native components are editable when declared as a UProperty in C++

This is how i create my components:

tmpComponent = NewObject<UCV_CubeComponent>(this);
tmpComponent->AttachTo(RootComponent);
tmpComponent->RegisterComponent();

I can’t find a way to make the components into UProperties afterwards. If anyone could point me in the right direction i would be very grateful.