If you create a UStaticMeshComponent* MyPtr pointer in the header file, you can then use MyPtr = CreateDefaultSubobject < UStaticMeshComponent> (TEXT("FriendlyName")); in the constructor to create a static mesh component. Once the component has been created you can assign a mesh to it inside of a blueprint or by using a ConstructorHelpers::FObjectFinder< UStaticMeshComponent> MeshRef("Path/to/mesh/asset") function to get a reference to your mesh asset and assign it in code using MyPtr->SetStaticMesh(MeshRef); The best way to get the reference to the asset is to right click on it in the content browser and choose “Copy Reference”.