Add UPROPERTY component at editor time, not in constructor

I’m trying to make a tool for my teams designers that will let them define areas that can have multiple collision shapes, through using a blutility these collision shapes will iterated through to obtain their contents.

The functionality of getting the contents through the blutility works fine, but unless the designers are going to make an individual blueprint for each area (something we’d much rather avoid) I need to be able to have a system where I add components on the fly in editor time. This also works fine, but the only issue is that components added in such a way have no way to be marked as UPROPERTY and therefore cannot be manipulated in level.

I’ve attached a video that displays exactly what I’m doing.

In short I’m just comparing a list of componenets against a list of an enum and deleting/creating/editing as necessary, the only issue is they’re not being serialised.