How to create a procedural grouping of Actors

This might be a weird question, but I’m new to UE4 development and I can’t find what I’m looking for anywhere.

Basically I’m working with the ProceduralMeshComponent and I would like to create something as a skeleton made of simple shapes, such as cubes for example.

To start I would like to create, say, 3 cubes, and group them together so that if I move/rotate one the other follows. Is there a way to create a hierarchical grouping of Actors at runtime in C++? To attach one actor to another, creating a parent-child relation?

I don’t think you can group actors as such, but you can create child actor components: UChildActorComponent | Unreal Engine Documentation