TextRenderComponent gizmo issue

Reproduction is simple. Create a new C++ class, inherit it from USceneComponent, add there a UTextRenderComponent.

// h
#pragma once

#include "CoreMinimal.h"
#include "Components/PrimitiveComponent.h"
#include "Components/TextRenderComponent.h"
#include "ExamplePrimitiveComponent.generated.h"

// USceneComponent as parent is not working as well

UCLASS(Blueprintable)
class PROJECT_API UExamplePrimitiveComponent : public UPrimitiveComponent
{
	GENERATED_BODY()
public:
	UExamplePrimitiveComponent();

	// Removing UPROPERTY does not help
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TextRenderComponent * Text;
};
// cpp
#include "ExamplePrimitiveComponent.h"
#include "Components/PrimitiveComponent.h"

UExamplePrimitiveComponent::UExamplePrimitiveComponent()
{
	Text = CreateDefaultSubobject<UTextRenderComponent>( TEXT("Rendered Text") );
	Text->SetupAttachment(this);

	// Not working too
	//Text->AttachToComponent(this, FAttachmentTransformRules::KeepRelativeTransform);
	//Text->RegisterComponent();
	Text->SetVisibility(true);
}

Compile, run, create a blueprint class based on this.
Adjust e.g. color of text.

Create actor bp, add this component
image

Gizmo has no effect on ExamplePrimitiveComponent


I haven’t found any workarounds so far.
Worth mentioning that using that component without blueprinting works fine

Why are you using a primitive component with a text component?

Anyhow, I don’t think primitive components can contain other components. At least, not spatially (and likely why the gizmo doesn’t work). For building component hierarchies, you need to use a Scene Component (instead of primitive component).