Snippet to add a component at runtime and see it in detail panel Thanks Northstar for sharing. UActorComponent* UCyComponentLibrary::AddRuntimeInstanceComponent(AActor* Actor, TSubclassOf<UActorComponent> ComponentClass) { if (!IsValid(Actor) || !IsValid(ComponentClass)) return nullptr; EObjectFlags Flags = RF_Transient; Flags &= ~RF_Transactional; UActorComponent* NewComponent = NewObject<UActorComponent>(Actor, ComponentClass, NAME_None, Flags); if (!IsValid(NewComponent)) return nullptr; NewComponent->RegisterComponent(); Actor->AddInstanceComponent(NewComponent); return NewComponent; } Never tested Can be needed when dynamically spawning components FKismetEditorUtilities::AddComponentsToBlueprint