Where do these ArrowComponent come from?

Hi!

I’m using Unreal 5.3.2.

I have these C++ class:

public:
	
	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<USceneComponent> VROrigin;

	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UMotionControllerComponent> MotionControllerLeftGrip;
	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UMotionControllerComponent> MotionControllerRightGrip;

	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UMotionControllerComponent> MotionControllerLeftAim;
	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UMotionControllerComponent> MotionControllerRightAim;

	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UXRDeviceVisualizationComponent> XRDeviceVisualizationLeft;
	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UXRDeviceVisualizationComponent> XRDeviceVisualizationRight;

	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<USkeletalMeshComponent> HandRight;
	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<USkeletalMeshComponent> HandLeft;

	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UWidgetInteractionComponent> WidgetInteractionLeft;
	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UWidgetInteractionComponent> WidgetInteractionRight;

	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UCameraComponent> Camera;
	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
	TObjectPtr<UStaticMeshComponent> HeadMountedDisplayMesh;

With the constructor:


SNVRPawn::ASNVRPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	
	VROrigin = CreateDefaultSubobject<USceneComponent>(TEXT("VR Origin"));
	SetRootComponent(VROrigin);

	MotionControllerLeftGrip = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("Motion Controller Left Grip"));
	MotionControllerRightGrip = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("Motion Controller Right Grip"));

	XRDeviceVisualizationLeft = CreateDefaultSubobject<UXRDeviceVisualizationComponent>(TEXT("XRDevice Visualization Left"));
	XRDeviceVisualizationRight = CreateDefaultSubobject<UXRDeviceVisualizationComponent>(TEXT("XRDevice Visualization Right"));

	MotionControllerLeftAim = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("Motion Controller Left Aim"));
	MotionControllerRightAim = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("Motion Controller Right Aim"));

	HandLeft = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Hand Left"));
	HandRight = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Hand Right"));

	WidgetInteractionLeft = CreateDefaultSubobject<UWidgetInteractionComponent>(TEXT("Widget Interaction Left"));
	WidgetInteractionRight = CreateDefaultSubobject<UWidgetInteractionComponent>(TEXT("Widget Interaction Right"));

	Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
	HeadMountedDisplayMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Head Mounted Display Mesh"));

	MotionControllerLeftGrip->SetupAttachment(RootComponent);
	XRDeviceVisualizationLeft->SetupAttachment(MotionControllerLeftGrip);
	HandLeft->SetupAttachment(XRDeviceVisualizationLeft);

	MotionControllerRightGrip->SetupAttachment(RootComponent);
	XRDeviceVisualizationRight->SetupAttachment(MotionControllerRightGrip);
	HandRight->SetupAttachment(XRDeviceVisualizationRight);

	Camera->SetupAttachment(RootComponent);
	HeadMountedDisplayMesh->SetupAttachment(Camera);

	MotionControllerLeftAim->SetupAttachment(RootComponent);
	WidgetInteractionLeft->SetupAttachment(MotionControllerLeftAim);

	MotionControllerRightAim->SetupAttachment(RootComponent);
	WidgetInteractionRight->SetupAttachment(MotionControllerRightAim);
	
}

I have created a blueprint class which inherits from the previous C++ class. But, when I check the Components in the Blueprint class I realise that there are two ArrowComponents:

Where these ArrowComponent come from?

Thanks!