UStaticMeshComponents created in OnConstruction cannot be modified in editor

I have an Actor class that is creating UStaticMeshComponents based on an int value modified in editor. When the value is changed in editor, the StaticMeshComponents are created correctly, however, the components do not show up in editor as editable. What am I doing wrong?

void AComboPuzzle::OnConstruction(const FTransform & Transform)
{
	//Empty the array and delete all it's components
	for (auto It = SMArray.CreateIterator(); It; It++)
	{
		(*It)->DestroyComponent();
	}

	SMArray.Empty();

	//Register all the components
	RegisterAllComponents();
	//The base name for all our components
	FName InitialName = FName("MyCompName");

	for (int32 i = 0; i < NumToSpawn; i++)
	{
		//Create a new Component
		//The first parameter is the "parent" of the our new component
		UStaticMeshComponent* NewComp = NewObject<UStaticMeshComponent>(this, InitialName);

		//Add a reference to our array
		SMArray.Add(NewComp);

		//Change the name for the next possible item
		FString Str = "MyCompName" + FString::FromInt(i + 1);

		//Convert the FString to FName
		InitialName = (*Str);

		//If the component is valid, set it's static mesh, relative location and attach it to our parent
		if (NewComp)
		{
			GLog->Log("Registering comp...");

			//Register the new component
			NewComp->RegisterComponent();

			//Set the static mesh of our component
			NewComp->SetStaticMesh(SM->GetStaticMesh());


			//Set a random location based on the values we enter through the editor
			FVector Location;
			//Set the random seed in case we need to change our random values
			FMath::SRandInit(RandomSeed);

			Location.X += FMath::RandRange(-FMath::Abs(XThreshold), FMath::Abs(XThreshold));
			Location.Y += FMath::RandRange(-FMath::Abs(YThreshold), FMath::Abs(YThreshold));

			NewComp->SetWorldLocation(Location);

			//Attach the component to the root component
			NewComp->AttachToComponent(GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform, NAME_None);
		}
	}
}

Can anyone answer this?

NewComp->CreationMethod = EComponentCreationMethod::Instance;

Add this line in your code.
This will make it editable in editor.

Hi there.

Was a solution ever found for this?

I got exactly the same issue.

Thanks