Query InstancedStaticMesh components of PackedLevelActor blueprint

I am writing some asset validation that is intended to run on PackedLevelActor blueprints. Opening the PackedLevelActor in Content Browser, I can see it has many dozens of InstancedStaticMesh components. In the validation, I can’t seem to access any of the ISM components. Is there anything special I need to do to be able to access the ISM components of the default blueprint object?

{
	UBlueprint* Blueprint = Cast<UBlueprint>(InAsset);
	UClass* BlueprintClass = Blueprint->GeneratedClass.Get();
	UObject* CDO = BlueprintClass->GetDefaultObject();
	if (AActor* Actor = Cast<AActor>(CDO))
	{
		TArray<UActorComponent*> Components;
		Actor->GetComponents(Components);
		// Components only contains the root LevelInstanceComponent
	}
 
	// Also try with a property iterator
	for (TPropertyValueIterator<const FProperty> It(BlueprintClass, CDO); It; ++It)
	{
		const FProperty* Property = It.Key();
		if (const FObjectProperty* Prop = CastField<FObjectProperty>(Property))
		{
			// I can verify the ISM components are iterated on here
			if (Prop->PropertyClass == UInstancedStaticMeshComponent::StaticClass())
			{
				// Value is always null here
				if (UObject* Value = Prop->GetObjectPropertyValue_InContainer(CDO))
				{
					if (UInstancedStaticMeshComponent* InstancedStaticMeshComponent = Cast<UInstancedStaticMeshComponent>(Value))
					{
						// Do something with the ISM component
					}	
				}
			}
		}
	}

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I need to query blueprint generated components from the SCS:

if (const TObjectPtr<USimpleConstructionScript>& SimpleConstructionScript = Blueprint->SimpleConstructionScript)
	{
		const TArray<USCS_Node*>& CDONodes = SimpleConstructionScript->GetAllNodes();
		for (const USCS_Node* Node : CDONodes)
		{
			if (!Node)
			{
				continue;
			}
			if (!Node->ComponentClass || !Node->ComponentTemplate)
			{
				continue;
			}
			if (UInstancedStaticMeshComponent* InstancedStaticMeshComponent = Cast<UInstancedStaticMeshComponent>(Node->ComponentTemplate))
			{
				const UBodySetup* BodySetup = InstancedStaticMeshComponent->GetBodySetup();
				const int32 NumInstances = InstancedStaticMeshComponent->GetNumInstances();
			}
		}
	}

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Happy to see you found it out Chad!

Will close the case for now as I see that the issue has been solved.

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