Static mesh component order changing

In the project i’m working on in UE 4.13, I have a blueprint that checks the static mesh components from top to bottom and takes down information about them, and prints it back out in the same order. if I test this on a blueprint actor I spawn with two mesh components, it works fine.

When I run the test on the same blueprint actor that is already in the world when the project starts, it gets the information backwards. Looking at a runtime actor and one that is pre-placed, the component order is reversed. Is there any way to make them come in the same order no matter what? can I fix the order of the ones in the world?

show us how you print them out

Sure thing. I have marked with a red arrow, what changes. If you place one of the meshes in the world, the order will look different from this. But if you spawn one while playing, it will be in the same order as this picture…

actors that are spawned during runtime are not equal to pre-placed actors.

Looks like a bug, why don’t you iterate over all children of root instead?

How would I go about doing that? Get all components?