Having C++ inherited components be editable in blueprints, when the component is declared in another component, and not in the actor itself

Looking at my setup again, I just realized that the details for BarMesh seem to be included in the details panel for the BarScene component (as shown in the attached ss-barscene.png). It’s just not in the details panel for BarMesh, where I would have expected.

This certainly addresses my problem, and I feel a bit silly for not noticing this off the bat, but I suppose this is the intended behavior?