Camera Shake Picker Broken?

I’ve created a really simple UObject subclass that serves as a container for firing off a bunch of player feedback events:

UCLASS(Blueprintable, editinlinenew)
class MYGAME_API UPlayerFeedbackEvent : public UObject
{
public:

	GENERATED_UCLASS_BODY()

	/** Animation */
	UPROPERTY(Category = "Player Feedback Event", EditAnywhere, BlueprintReadWrite)
	class UAnimMontage* animation;

	/** Effect */
	UPROPERTY(Category = "Player Feedback Event", EditAnywhere, BlueprintReadWrite)
	class UParticleSystem* effect;

	/** Sound */
	UPROPERTY(Category = "Player Feedback Event", EditAnywhere, BlueprintReadWrite)
	class USoundBase* sound;

	/** Rumble */
	UPROPERTY(Category = "Player Feedback Event", EditAnywhere, BlueprintReadWrite)
	class UForceFeedbackEffect* rumble;

	/** Camera Shake */
	UPROPERTY(Category = "Player Feedback Event", EditAnywhere, BlueprintReadWrite)
	class UCameraShake* cameraShake;

	void AttachToActor(const AActor* actor, const FName attachPoint = "");

	void PlayAtLocation(const FVector location);

};

I was able to create a Blueprint instance of this new class in the editor:

I also created a new camera shake:

However, the camera shake I created does not show up in the picker for the new class I created.

Am I doing something wrong?

Also, I can’t seem to figure out a way to set a rumble (force feedback) reference. Is there a way to define force feedback in a blueprint and reference it here?

Issue resolved. Found here: