You can’t, that’s the downside. UE4 is both inheritance and components, but you need the right thing at the top, which in your case is probably a Blueprint extending Actor.
You can make a component with your behavior and then add that component to an ActorBlueprint, or put the behavior directly on the Blueprint which is probably simpler. The ActorBlueprint can then also have a static Mesh component, which different instances of can have a different actual mesh.