I had a similar problem when creating helper UObjects from Slate in FProperty.
I also had crashes after starting PIE and trying to get a reference to my created object.
By trial and error I came up with this creation:
NewObject< MyObjectClass >(GEditor, FName(“Helper”), (RF_Standalone, RF_Transient));
As you may have noticed, the owner is GEditor.
I can’t specify the slate widget as outer because it’s not a UObject, and I can’t use the blueprint where I edited the FProperty because my object is for editor only and temporary BUT it shouldn’t be deleted while the editor is open.
As I understand it, when creating an object, you need to specify the outer object, which must already exist by the time its dependent objects are needed.
Unreal has a rather peculiar way of handling components during editing, and they are re-created when compiling, so you can’t use component references directly, at least not in the cases I needed to.
Instead, you need to use a wrapper - SCS_Node, which can return the actual component.