What is the correct way to create and add components at runtime ?

Thanks for your reply earlier on the Q&A post over at Answerhub, kamrann.

I’m fairly new to the engine (coming from Unity), but I’ve poked into something related to this as I’m used to manipulating components like this for some objects. For all I know, I might just be doing it wrong.

As an FYI though, if you use this method on a component that you want a designer to go crazy with, you may want to consider that components created at runtime only seem to expose their properties to the editor via their parent but not if you examine the component itself.
I’m not sure if this is true in blueprint, but if it crops up, have a read of kamrann’s answer in the following:
https://answers.unrealengine.com/questions/372595/uproperties-and-dynamically-created-components.html

Perhaps someone else could also chime in on this, just to see if this really isn’t an inherent limitation as he mentions.