C++ TArray elements not showing up in BP editor

This is how I set it up:

AMasterObject::AMasterObject()
...
static ConstructorHelpers::FObjectFinder<UMaterial> MAT(TEXT("Material'/Game/Materials/Basic/M_Color.M_Color'"));

if (MAT.Object != nullptr)
{
	mat = MAT.Object;
}
...

void AMasterObject::OnConstruction(const FTransform& Transform)
{
	Super::OnConstruction(Transform);

	TArray<UActorComponent*> temp = Mesh->GetOwner()->GetComponentsByTag(UActorComponent::StaticClass(), "MESH");

	for (int32 i=0;i!=temp.Num();++i)
	{
		UMasterRootMesh* tempMesh = Cast<UMasterRootMesh>(temp[i]);
		if (tempMesh != nullptr)
		{
			TArray<UMaterialInterface*> mats = tempMesh->GetMaterials();

			for (int32 k=0;k!=mats.Num();++k)
			{
				UMaterialInstanceDynamic* mat_inst = UMaterialInstanceDynamic::Create(mat, tempMesh->GetOwner());
				tempMesh->SetMaterial(k, mat_inst);

				mat_inst->SetVectorParameterValue("Color", FLinearColor(FMath::FRandRange(0.0f, 1.0f), FMath::FRandRange(0.0f, 1.0f), FMath::FRandRange(0.0f, 1.0f)));
				mat_inst->SetScalarParameterValue("Metallic", FMath::FRandRange(0.0f, 1.0f));
				mat_inst->SetScalarParameterValue("Roughness", FMath::FRandRange(0.0f, 1.0f));
			}
		}
	}
}

Outcome: random color/etc everytime I click “Compile” or move any of the meshes

But anyway this was solved so thanks, just curious about that