Preview BP when spawned from component

“Solved” it, for anyone who is interested:

I added an “InitPreview” method in C++ which is called in the ConstructionScript. This is surrounded by #if WITH_EDITOR.

	// create preview component
	if (ItemToSpawn)
	{
		AActor* Owner = GetOwner();
		check(Owner);
		
		UChildActorComponent* PreviewCmp = GetChildComponentByClass<UChildActorComponent>(this);
		if (!PreviewCmp)
		{
			PreviewCmp = Cast<UChildActorComponent>(Owner->AddComponentByClass(UChildActorComponent::StaticClass(), true, FTransform::Identity, false));
			if (PreviewCmp)
			{
				PreviewCmp->AttachToComponent(this, FAttachmentTransformRules::SnapToTargetIncludingScale);
				PreviewCmp->bIsEditorOnly = true;
				PreviewCmp->SetHiddenInGame(true);
			}
		}
		if (PreviewCmp)
		{
			PreviewCmp->SetChildActorClass(ItemToSpawn);
		}
	}

In BeginPlayI destroy the ChildActorComponent. It works