(Question noob) see my components created in bp in the hierarchy (component window)

Hi all. I have been trying to create a static mesh in c ++ and then in bp make other components are children of this. to then rotate the static mesh and let your children rotate with it.
I created my static mesh in this way.

UPROPERTY (EditAnywhere, BlueprintReadWrite, Category = “Actors”)
UStaticMeshComponent * RotatorAro;

and then when going to the bp the only way to see it is to invoke it.

In this way, if I create components in the bp, I link them to my statict mesh created in c ++ and it works for what I want. But my doubt maybe something silly is.
Is it possible that the components that I believe in C ++ can see in the component window in my bp?

UPROPERTY(VisibleAnywhere) or UPROPERTY(VisibleDefaultsOnly)

Maybe they are not inherited from SceneConponent? And try to recreate actor in level.

Thank you very much for the reply. and tried with the 2. But it still does not appear in the component window.

Hello, if I create the instruction to create the static mesh when I give play the static mesh appears in the scene. But this is not what I want. since I want to see it is in the bp without giving him play.
to be clearer, what I want is to see a component created in c ++ as is the arrow of the character class, which is created from c ++.
Again a thousand thanks for all the help

I dont understand.

In that window you can see components of scenecomponent class, which is created in class constructor, construction script, or posteditchangeproperty events.

In other words - during all events called in editor.