Single actor with multiple mesh components

I don’t see anything particularly wrong with what you’re trying to do. Store each meshcomponent in a TArray of meshcomponent pointers so you can do something with them if needed. I’ve not used the FObjectFinder syntax myself but if that works, then why not?

a mesh component is just a mesh that is part of the object. Nothing wrong with making many of them per actor. Shootergame does that for the arms and third person meshes for instance.