The way I add Components to Actor via Editor Utility Widget

Great job haruhito_o!
After adding component, Details window will not update. But you can use UpdateEditorWindow function/node.

UFUNCTION(BlueprintCallable)
static void UpdateEditorWindow(AActor* TargetActor)
{
// Deselect the actor
GEditor->SelectActor(TargetActor, false, true);

	// Reselect the actor
	GEditor->SelectActor(TargetActor, true, true);

	// Notify the editor that the selection changed (this can force a details panel refresh)
	GEditor->NoteSelectionChange();
	
}

but remember to add include “Editor.h”
and update your Build.cs file with “UnrealEd”
PublicDependencyModuleNames.AddRange(new string { Your modules, “UnrealEd” });