Dynamically add Components in c++ at OnConstruction() and make them visible in blueprint

I understand what you mean and for most cases we don’t even do much with the mesh and its only there just for reference or whatever, however some few cases will require a choice between static mesh component or skeletal mesh component as a main mesh and that mesh will be needed at code later on, while also having other meshes components within the actor, so get component by class won’t work, and relaying on a tag might be error prone, its much safer to just create a default mesh.
However creating both just in case the art is actually one of them is unneeded redundancy and confusing.
And its not just the mesh that relay on the art, it could also be a particle system component vs a niagra component.
Knowing which component type to add can help a lot specially if c++ code relay on it.

I was hoping to know how to add the components to appear in the component list in the editor as if it was added there and replicating the behavior of CreateDefaultSubobject, if its possible of course.