How to set up a new Actor with a Static Mesh Component hierarchy in C++?

Thanks wzspdw.

I tried attaching the component, but realised my spawned actor did not have a root component. I set the UStaticMeshComponent as the actors root, and it shows in the outliner now,


auto actor = world->SpawnActor(AActor::StaticClass());
auto meshcomponent = NewObject<UStaticMeshComponent>(actor, UStaticMeshComponent::StaticClass());
meshcomponent->OnComponentCreated();
meshcomponent->RegisterComponent();
actor->SetRootComponent(meshcomponent);