Why the pin "Object" of Actor Component's Destroy Component is hided?

Refers to the source code of K2_DestroyComponent, there’s a input of UObject Object* but it’s hided.

By this limit you can only use Destroy Component “inside” the component owner’s blueprint, which causes some inconvenience.

Like, I can’t make a function library which accepts an Actor reference and destroy some of its components, I must edit that Actor’s blueprint and add an function inside.

The curious point here is that Add Component can be done anywhere, but in the contrary Destroy Component can only be done “inside”.

I’d like to know the reason of this design, thanks.