Using blueprints in c++ code for viewport

I have the following setup.

An actor InteractableButton, which has its components, meshes, logic and so on created in c++.

I have a BP_InteractableButton which derives InteractableButton and has everything laid out properly in the viewport.

I’m trying to create something like a scoreboard with buttons. My questions is:

How to attach multiple instances of this BP_InteractableButton to my scoreboard actor so I can access the logic inside them (from code) and further edit their layout in the viewport of the bluprint that will derive that scoreboard class.

If I create the buttons (from their c++ class) and attach them to the scoreboard actor they do not show up in the hierarchy of the blueprints that inherits the scoreboard class. (Even if they did I imagine the settings done in the BP about transform meshes and so on will be lost).

AUpgradableStatItemComponent::AUpgradableStatItemComponent()
{
	PrimaryActorTick.bCanEverTick = true;

	Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));

	SetRootComponent(Mesh);

	StatName = CreateDefaultSubobject<UTextRenderComponent>(TEXT("RootBox"));
	StatName->SetupAttachment(Mesh);
	//StatName->SetupAttachment(this);

	for (int i = 0; i < TotalLevels; i++) {
		AInteractableButton * button = CreateDefaultSubobject<AInteractableButton>(FName(*(FString("Button") + FString::FromInt(i))));
		button->AttachToComponent(Mesh, FAttachmentTransformRules::KeepRelativeTransform);
		LevelBoxes.Add(button);;
	}

	// ...
}