This functionality would still be useful, it’s an oversight to not implement it.
I have an actor component that enhances the behaviour of whatever actor it’s added to. Unfortunately you can’t see the effects of it in the editor until you hit play because it’s lacking a construction script. The intent is to simply add it to any actor and it just works, but instead the user now specifically has to call its construction function from within their actor’s construction script.
In my example I can add a skeletal mesh actor to the world and attach my component and during play it works as intended, but if I want it to look right in the editor I now have to add a blueprint specifically for that use case, even though the only thing it does is call a construction function. This is pointless structural bureaucracy.
This could be done much better. I don’t see the reasoning behind NOT having a construction script in a component either by design or by the limitations of the framework. For a publisher it is much easier to simply indicate which component to add to an actor than to also need to show people what blueprints they need to make for it to work. This defies the purpose of components. They should be as self-encapsulated as the developer wants them to be.