To do this in Unreal C++, inside the CPP file you need to do the following:
Make sure to include the header component:
Then in the class constructor:
CameraComponent = CreateDefaultSubobject <UCameraComponent>("CameraComponent");
From here you need to set up the attachment which is usually to the ...
Those Archetypes are IEnumerable<TComponentKind>, where TComponentKind is what you use to identify components. You can, of course, do better than that. For example, they could be TComponentKind, or HashSet<TComponentKind>. TComponentKind could be string, Type or even int (and you use bit flags to identify components, in which case the Archetype ...