How to set ActorComponent to owning Actor transform, in the ActorComponent?

I have some code that requires stuff on the actor for it to work, and I’m moving all of the functionality into an ActorComponent to avoid hardcoding a dependency on specific actors for this subsystem. I have an implementation that works, but spawns the ActorComponent at the wrong location.

	FORCEINLINE void setupSCComponentWithCollision(USphereComponent *comp)
	{
		if(!comp)
			return;
		
		comp->bOwnerNoSee = false;
		comp->bCastDynamicShadow = false;
		comp->CastShadow = false;
		comp->BodyInstance.SetObjectType(ECC_WorldDynamic);
		comp->BodyInstance.SetCollisionEnabled(ECollisionEnabled::QueryOnly);
		comp->BodyInstance.SetResponseToAllChannels(ECR_Ignore);
		comp->BodyInstance.SetResponseToChannel(ECC_WorldStatic, ECR_Ignore);
		comp->BodyInstance.SetResponseToChannel(ECC_WorldDynamic, ECR_Ignore);
		comp->BodyInstance.SetResponseToChannel(ECC_Pawn, ECR_Overlap);
		comp->SetHiddenInGame(false);
		comp->SetSphereRadius(179.641708f);
	}

Current implementation on UActorComponent derived class:

void UBaseDialogue::InitializeComponent()
{
	Super::InitializeComponent();
	
	dialogueCollision = NewObject<USphereComponent>(GetOwner(), USphereComponent::StaticClass());

	setupSCComponentWithCollision(dialogueCollision);
	GetOwner()->AttachToComponent(dialogueCollision, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
	GetOwner()->FinishAndRegisterComponent(dialogueCollision);

}

Former implementation on AActor derived class:

ADialogueActor::ADialogueActor()
{
	PrimaryActorTick.bCanEverTick = true;
	
	dialogueCollision = CreateDefaultSubobject<USphereComponent>(TEXT("DialogueCollision"));
	SetupSCComponentWithCollision(dialogueCollision);
}

Nothing shows up in the editor hierarchy at runtime. How can I set this up to properly create the USphereComponent on the actor at runtime and show it in that actor’s hierarchy? How Can I set this up to create the USphereComponent on the actor at the moment of attachment, while still editing?