using UMeshComponent in blueprint to be able to assign it to be a skeletal or static mesh

Hey so I have an inspection system which works by spawning an actor far of in the void to render that onto a widget. I have created a base class for the actor and the issue is want some of the child to use a static mesh and some of the children to use a skeletal mesh. I don’t want to have to make 2 base classes one for each type of mesh as that means duplicating code.
I looked into trying to use UMeshComponent in C++ however I can’t seem to get that to show up in components section in the actor only as a variable. I’m wondering if what I’m trying to achieve is even possible or if there is a better way of going about it.

Did you try using the UStaticMeshComponent as well?