Calling OnConstruction the same way the editor does when moving an object

I’m calling OnConstruction on object B from object A’s OnConstruction, because the spline-positions of object B is dependent on obcject A’s splines and when I change object A, object B should immediately move along. My problem is, that I use

USplineMeshComponent* SplineMesh = NewObject<USplineMeshComponent>(this);
SplineMesh->CreationMethod = EComponentCreationMethod::UserConstructionScript;

and when I call OnConstruction on object B manually from object A (e.g. when I change position of A), then there will be a lot of spawned SplineMeshComponents until I move my object B.

Is there a way I can trigger the same OnConstruction call on object B that is called when I move the object around in the editor?

I gotta answer this one myself now. Haven’t found another question like this, so maybe this might still be helpful for somebody:

I put my created SplineMeshComponents in an array and resize that array depending on the number of Spline points.

This thread helped me figure the solution out: C++ Spline creates hundreds of meshes - C++ Programming - Unreal Engine Forums