Find components attached to Blueprint

I would just like to find the components attached to a blueprint…

Right now, I have a UProperty that exposes a blueprint to set…

UPROPERTY(EditAnywhere, BluePrintReadWrite, Category = "Associated Character")
UBlueprint*									BMoveBlueprint;

Then I receive an event for when this property is set…

void UTaskComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) {
	

	Super::PostEditChangeProperty(PropertyChangedEvent);

	//Get the name of the property that was changed  
	FName PropertyName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;

	UE_LOG(LogTemp, Warning, TEXT("Property changed: %s"), *PropertyName.ToString());

	if (PropertyName == GET_MEMBER_NAME_CHECKED(UTaskComponent, BMoveBlueprint)) {

		UBMoveComponent *BMoveComponent = (UBMoveComponent *) BMoveBlueprint->FindTemplateByName("BMove");   

	}
}

I would just like to find the components attached to the blueprint. This doesn’t seem to work.

Please advise.