How to get components from blueprint class in c++?

I’m making tile generator which creating TileActor in UWorld.

In TileActor there’s bunch of static mesh component.
image

TileActor’s static mesh component’s count is not known because designer’s keep adding some stuff.
But I have to create some logic with those static mesh components.

So in tile generator, I want to get tileactor’s components.

And i wrote some code but it doesn’t working.

TileGenerater.h

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Tile_Property", meta = (AllowPrivateAccess = "true"))
TSubclassOf<AActor> TileType;

TileGenerater.cpp

AActor* TileActor = TileType.GetDefaultObject();

TSet<UActorComponent*> TileActorComponents = TileActor->GetComponents();

But in TileActorComponents There’s no element inside of this variable.

Is there any way to get blueprint class Components?

You can GetComponentByClass(), but even if you get it, you won’t be able to use its internal functions unless they are in the c++ class.