TRASH_Component in a BP map after moving the BP actor in the viewport

Hello Forum,

I have a problem storing Static mesh components as a value in a map. The keys are the Static mesh set for this component (I expect them to be unique, e.g. cube, cone, sphere…). So the map consists of string as keys and static mesh components as values. I re-create a new map whenever the user runs a function by pressing a button that does this (call in editor = true). So new static mesh components can be added in the component editor and then just click to re-create the map.

The problem is, when I move the BP actor (calling it Variant BP) in a scene viewport, the values in the map get marked as TRASH_StaticMeshComponent_[some number] and when I am accessing this via other BP (editor utility widget BP) I am accessing:

LogScript: Warning: Attempted to access TRASH_StaticMeshComponent_10 via property CallFunc_Map_Find_Value, but TRASH_StaticMeshComponent_10 is not valid (pending kill or garbage)
BP_AssetVariant_C /Game/Main.Main:PersistentLevel.BP_AssetVariant_C_8
Function /Game/00_EVE/07_IR/BP_AssetVariant.BP_AssetVariant_C:SwitchVariantByName:014B

I am accessing this Variant BP via editor utility widget, in which I display the keys of this map in a Combobox, and based on the user’s choice, only one Static mesh component is displayed (and eventually this choice will be stored in the Variant BP). However it all get’s discarded when I move the Variant BP Actor.

Can someone tell me why it is like this with the map container and if I am missing something more advanced in terms of garbage collector or references to objects?

Please and thank you!

My components:
comp

Each static mesh component has a static mesh set to a mesh (with unique name)

And this is how I fill the map container with a key-value for each static mesh component, I also clear the map before adding:

Anyone, please? Bump