Correct way to have custom SceneComponents that contain other SceneComponents

I think it might have something to do with the fact I set the object name to a static value (as in above: TEXT(“GearStick”)). It can mean I have multiple objects in an actor with the same named component.

I’ve tried using MakeUniqueObjectName(this, GetClass(), TEXT(“GearStick”));

But this ends up creating GearStick_1 in the blueprint and GearStick_2 in the spawned component in game. The saved blueprint values don’t reference GearStick_2 so it’s NULL at runtime.