How to get a component in c++ that was added in blueprints

I’ve created an actor in c++ then made a blueprint with that actor as base.

I then edited the blueprint and added some components in the editor.

I’m in c++ attempting to access these components that were added in editor but they always seem to return nullptr. Is it possible to get these components added within the editor or do I need to add them manually in c++ for them to be accessed properly?

I’ve tried a number of suggested methods online including (In the constructor):

TArray<UStaticMeshComponent*> Components;
 for( int32 i=0; i<Components.Num(); i++ ) //Count is zero
     UStaticMeshComponent* StaticMeshComponent = Components[i]; //null
     UStaticMesh* StaticMesh = StaticMeshComponent->StaticMesh;

Actor in question:

Answering my own question…the problem is that I tried to get the component in the constructor rather than BeginPlay()

You should mark this as answered. That way it comes up as resolved when people are searching with the same issue.