Create custom UE4 editor viewport?

Arthur Masson,
I solved this problem, that code is working:

	USkeletalMesh* SkeletalMesh = bAssetData->GetSkeleton()->GetPreviewMesh();

	FTransform Transform = FTransform::Identity;

	MeshComponent = NewObject<USkeletalMeshComponent>(GetTransientPackage());
	MeshComponent->SetSkeletalMesh(SkeletalMesh);
	MeshComponent->RegisterComponentWithWorld(PreviewScene.GetWorld());

	FComponentReregisterContext ContextMeshComponent(MeshComponent);

	FRotator NewRotation = FRotator(0.0f, 180.0f, 0.0f);

	FVector NewPosition = FVector(SkeletalMesh->GetImportedBounds().SphereRadius * 1.5f);

	ViewportClient->SetViewLocation(NewPosition); // Set up new position of camera
	ViewportClient->SetViewRotation(NewRotation);

	PreviewScene.AddComponent(MeshComponent, Transform);

All that is needed is to register a component used world scene preview:

      	MeshComponent->RegisterComponentWithWorld(PreviewScene.GetWorld());

I hope, this helps somebody, Thank you for code-viewport!