How to dynamically add scene/staticmesh components to an actor in editor

After importing a bunch of static meshes. How would I add all of these to an actor in the editor. I can build things in the constructor but my staticmeshes only appear on import.

I am looking to have this type of relationship. Actor<-(Dynamically made SceneComponent)<-(Several Static Meshes)
I have been unable to do this in the constructor since I won’t know what meshes to load until the GLTF import is done and the static meshes are created. Here is what I have:

TArray<UStaticMesh*> CreateComponent(TArray<UStaticMesh*> meshArray)
{
	//Copy the Mesh Array and get the number of elements for the for loop.
	TArray<UStaticMesh*> result = meshArray;
	int arrayCount = meshArray.Num();

	//Make new Actor, Get that world, create a scene component to this world. 
	AHActor* testObject = NewObject<AHActor>();
	UWorld* World = testObject->GetWorld();
	USceneComponent* SceneComponent = NewObject<USceneComponent>(World, "MyTestComp");
	SceneComponent->RegisterComponentWithWorld(World);

	//Attach the new SceneComponent to the root node and then start the for loop for the meshes.
	for (int i = 0; i < arrayCount; i++)
	{
		//Get the array element name to name the staticmeshcomponont. Error check if just in case. Attach the mesh to the component then attach mesh comp to scene comp. 
		FName YourMeshName(meshArray[i]->GetFName());
		UStaticMeshComponent* NewComp = NewObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass(), YourMeshName);
		if (!NewComp)
		{
			return result;
		}
		NewComp->SetStaticMesh(meshArray[i]);
		NewComp->AttachToComponent(SceneComponent, FAttachmentTransformRules::KeepRelativeTransform);

	}

return result;

}