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