Problem with C++ Character Base class. RootMotion problem

I Have a problem with the Unreal engine Character Base Class. It is too rigid. What I am trying to do is to move the Skeletal Mesh Component under a Blueprint Made Component.

(Yes, I know I could make the component in C++ and then Attach the GetMesh() component to the new c++ created component, the problem is that i can’t do that right now, because the project is old and many things will change if i do that, so i’m trying to avoid it).

so basically in the costructor i am trying to get the blueprint component (created in via blueprint)
and i’m trying to use GetMesh()->AttachtoComponent(NewComponent_Found, …)

but it doesn’t seem to work.

after some research i found that all the blueprint Components, are not yet created when this code in the costructor is run, so it makes sense that the NewComponent_Found is actually empty/NULL

so I found a method that occurs after the C++ Base costructor run and this method is called

“virtual void OnCostruction(const FTransform& Transformatore);”

but either this doesn’t work.

so My question is:

How can i move the “GetMesh()” Skeletal Mesh Component Under a Blueprint Made Component?

actually a better question would be:

How can i make a C++ Made Component child of a blueprint Made Component?

Thank you very much for your time and effort reading this, for every question you might have about this topic, I am more than happy to answer.