Place actor on editor after custom import

I’m working on a small importer but I wanna to auto-add the mesh to the current open scene.

I’ve imported it with

FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
TArray<UObject*>  ImportedObjects = AssetToolsModule.Get().ImportAssets(files, packagePath);

and it gets into the library flawlessly but unfortunatly I didn’t manage the way to place it into the editor

I’ve tried several ways like

UWorld* const World = GWorld;
UStaticMeshComponent* meshComponent = World->SpawnActor<UStaticMeshComponent>(UStaticMeshComponent::StaticClass());


USceneComponent* scnComponent = ConstructObject<USceneComponent>(USceneComponent::StaticClass(), ImportedObjects[0], _T("scnteterita"));
if (scnComponent)
	scnComponent->AttachTo(GetRootComponent(), NAME_None);

But I only manage to get crashes.

Thank you in advance regards F.