Editor move/scale/rotate widgets for subobjects?

I have a class for an object that has some box components that I declare like this:

UPROPERTY(EditAnywhere, NonTransactional, meta = (Category = "Default", OverrideNativeName = "Box1"))
UBoxComponent* box1;

I create the boxes in the class’s constructor with CreateDefaultSubobject calls, and when I drag and drop the object into the scene I see the boxes as sub objects of the root scene node. I want to be able to move/scale/rotate these boxes independently in the main editor. Right now they sit at fixed offsets from the root scene node, and there’s only one widget that they all get moved/rotated/scaled at the same time by. Can I make them independently adjustable in the main editor?

They’re not individually selectable? What happens if you double-click one in the viewport or click one in the details panel, then transform?

Nope. Can’t individually adjust them.

Let’s see your actor’s constructor? And the other box Uproperty declarations if there’s more than one (sounds like that’s the case)

Sure, the AActor derived class has these declarations:

UPROPERTY(EditAnywhere, NonTransactional, meta = (Category = "Default", OverrideNativeName = "DefaultSceneRoot"))
USceneComponent* defaultSceneRoot;

UPROPERTY(EditAnywhere, NonTransactional, meta = (Category = "Default", OverrideNativeName = "Box1"))
UBoxComponent* box1;

UPROPERTY(EditAnywhere, NonTransactional, meta = (Category = "Default", OverrideNativeName = "Box2"))
UBoxComponent* box2;

And the constructor initializes them like this:

PrimaryActorTick.bCanEverTick = false;
this->bIsEditorOnlyActor = true;

defaultSceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));
defaultSceneRoot->CreationMethod = EComponentCreationMethod::Native;
RootComponent = defaultSceneRoot;

box1 = CreateDefaultSubobject<UBoxComponent>(TEXT("Box1"));
box1->CreationMethod = EComponentCreationMethod::Native;
box1->AttachToComponent(defaultSceneRoot, FAttachmentTransformRules::KeepRelativeTransform);
box1->SetWorldLocation({100, 100, 0});

box2 = CreateDefaultSubobject<UBoxComponent>(TEXT("Box2"));
box2->CreationMethod = EComponentCreationMethod::Native;
box2->AttachToComponent(defaultSceneRoot, FAttachmentTransformRules::KeepRelativeTransform);
box2->SetWorldLocation({ 100, -100, 0 });

I only get an adjustment widget on that defaultSceneRoot component…