Okay. I guess it’s possible that FKismetEditorUtilities::AddComponentsToBlueprint is only intended to be used when first constructing a blueprint that doesn’t have any existing components. I haven’t used it myself.
Still, it seems strange to me that your static meshes aren’t getting added automatically. Where and how did you create the static mesh components for the actor? If you just select one such actor and use the Blueprint/Add Script button, does that also result in a blueprint that is missing the components?