Creating multiple Subcomponents modifiable in Edito

So i am trying to add multiple sphere colliders to an actor during the constructor and i want to be able to modify each of those spheres parameters. What i could do is make 4 fields for USphereComponent* but im wondering if there is more elegant way to approach it

//in .h
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mesh")
		TArray<USphereComponent*> NeighboursDetection;

//in .cpp
for (int i = 0; i < 4; i++)
{
	UPROPERTY(EditAnywhere, Category = "Mesh")
		USphereComponent* NewSphere = CreateDefaultSubobject<USphereComponent>("Sphere" + i);
	NeighboursDetection.Add(NewSphere);
	NewSphere->AttachTo(NeighboursDetectionRoot);
	NewSphere = nullptr;
}

This doesn’t work D:
On the side note how can i add a number to component name this(“Sphere” + i) doesnt work