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How to add custom scene component to actor at runtime?

I have created a custom USceneComponent. This component has a mesh attached to it. In my pawn I need to dynamically create instances of this scene component attached to the RootComponent. I have attempted to do this using:

 UCustomSceneComponent*Object= NewObject <UCustomSceneComponent>(this,UCustomSceneComponent::StaticClass());

The issue is that while I can see the scene component in the editor, the child mesh does not appear. If I try to add the scene component in a blueprint using the addComponent node, I can see the mesh. How can I replicate the functionality of this node in c++?

Product Version: UE 4.19
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asked Jan 04 '19 at 11:42 PM in C++ Programming

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