The correct way to do this would be to first create a C++ class, than create a blueprint from that class.
For example, you create a class names ClassA. You specify that class to be Blueprintable by using the Blueprintable specifier in the UCLASS macro when defining your class.
Then, in the editor create your Blueprint from ClassA. Let’s call it ClassA_BP for this example.
One way to do it would be to create your component (like your movement component) directly in the C++ class using the ObjectInitializer (Or the PCIP if you are on a version of Unreal earlier than 4.6). If you really want to create the components in your Blueprint and then “get” them in your C++, then yes, the way to go is to use GetComponents().
Something like this : (I’m writing from memory, so the syntax may be wrong)
TArray<UMoveComponents*> allMoveComp;
GetComponents<UMoveComponent>(allMoveComp);
for(int32 i = 0; i < allMoveComp.Num(); i++)
{
//Do whaterver you want here with the components...
}