NEED HELP: Character - Replacing Default Components

Bumping it, cuz I’m still trying to get rid of those default components.

The class inherits ACharacter.
Already tried using Initializer with Super and FObjectInitializer, but still creates these unwanted default duplicates. Fighting with this for over a day!

FYI: CndKN_CompNames = Structure holding FNames for easier component naming organization.

CndCharacter_Master.cpp

ACndCharacter_Master::ACndCharacter_Master(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{

BPF_Init_SetupComponents();

}
void ACndCharacter_Master::BPF_Init_SetupComponents()
{

	CO_CndCharacter_Capsule = CreateDefaultSubobject<UCndComp_Character_Capsule>(CndKN_CompNames.Character.Capsule);
	if (CO_CndCharacter_Capsule)
	{
		CO_CndCharacter_Capsule->SetCapsuleHalfHeight(90.0f);
		CO_CndCharacter_Capsule->SetCapsuleRadius(40.0f);
		RootComponent = CO_CndCharacter_Capsule;

		if (DebugCharacter)
		{
			UE_LOG(LogTemp, Log, TEXT("CND_DEBUG - Character_Master: CO_CndCharacter_Capsule - Created!"));
		}

	}
	

	CO_CndCharacter_Mesh = CreateDefaultSubobject<UCndComp_Character_Mesh>(CndKN_CompNames.Character.Mesh);

	if (CO_CndCharacter_Mesh)
	{

		CO_CndCharacter_Mesh->SetupAttachment(CO_CndCharacter_Capsule);

		if (DebugCharacter)
		{
			UE_LOG(LogTemp, Log, TEXT("CND_DEBUG - Character_Master: CO_CndCharacter_Mesh - Created!"));
		}


	}

	CO_CndCharacter_Move = CreateDefaultSubobject<UCndComp_Character_Move>(CndKN_CompNames.Character.Move);	

	if (CO_CndCharacter_Move)
	{

		CO_CndCharacter_Move->UpdatedComponent = CO_CndCharacter_Capsule;

		if (DebugCharacter)
		{
			UE_LOG(LogTemp, Log, TEXT("CND_DEBUG - Character_Master: CO_CndCharacter_Move - Created!"));

			UE_LOG(LogTemp, Warning, TEXT("CND_DEBUG - Character_Master: Is Valid - CO_CndCharacter_Move: %s"),
				CO_CndCharacter_Move ? TEXT("Valid") : TEXT("NULL"));

		}

	}

}