How to have an array of components on an actor

Hello all, Im making a sort of “spline path traversal system”

The ideal setup is to have a guarenteed Start and End point and then add as many points as I need in between (these points are a custom USceneComponent that I have already made and tested) from there, utilizing the nav mesh system, I construct a spline based off of the path made between the points (already got working)

The problem is I want the in between points to be as modular as possible, Ideally I can place my “spline path actor” in the scene, set the start and end position and somehow add a new point within an array from the level so I can assign its special variables within the component and set its proper world location

Ive attempted to have an array size that I could adjust in hopes that the constructor could add these points in a for loop but this doesnt do anything, not even add a new object to the array I defined

.cpp (in constructor method)

Blockquote
PathStops.SetNum(numOfstops);

for (int32 i = 0; i < numOfstops; i++)
{

	FString name = "PathStop-";
	name.AppendInt(i);

	PathStops[i] = CreateDefaultSubobject<UPathStop>(FName(*name));
	PathStops[i]->SetupAttachment(root);
}

.h

Blockquote

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pathfinding")
int32 numOfstops;

UPROPERTY(EditAnywhere, Instanced)
TArray<UPathStop*> PathStops;