[C++] How to get/pass reference to bluprint's component

Just to make sure I understand exactly what you’re attempting to you, you want to add your component to your blueprint through the editor, and then get a reference to that component to use in code, correct? You can create a UPROPERTY pointer to the component type and then set that variable in your blueprint construction script or the BeginPlay event. For example, if you have a Static Mesh Component added through the editor, creating a UStaticMeshComponent* MeshCompRef that is declared as BlueprintReadWrite will allow you to use a Set MeshCompRef node and set it to your editor component. Then in code you can use MeshCompRef. If you do decide to do this, it would be best to check that MeshCompRef is not null before using it in code.