Hi I’m trying to do something similar to you and I have the same problem.
I have a class that inherits from static mesh component. Inside my character I have a TSubclassOf property that hold the type of component I want to use in my character. I create the component inside PostInitializeComponents. I can see that it has been created by using the specified class but it still won’t appear in the editor.
Do I have to do something special inside my SkeletalMesh class? Currently it overrides the OnRegister() function but I guess I need to do something else.