Blueprint variable not populating picker list with existing Actor Components

I created this simple player feedback actor component:

UCLASS(Blueprintable, BlueprintType)
class MYGAME_API UPlayerFeedbackComponent : public UActorComponent
{
	GENERATED_UCLASS_BODY()

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

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

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

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

	/** Camera Shake */
	UPROPERTY(Category = "Player Feedback Component", EditAnywhere)
	TSubclassOf<UCameraShake> cameraShake;

	/** Anything else we may want to do via Blueprints */
	UFUNCTION(Category = "Player Feedback Component", BlueprintNativeEvent, BlueprintCallable)
	void AttachToActorBP(const AActor* actor, const FName attachPoint = "");

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

	void PlayAtLocation(const FVector location);
	
};

Here’s a new instance of this actor component that I created in my project:

Here’s a variable of that actor component type on my pawn. Note that the list is not popluating with the instance i’ve just created.

Here are the pawn and actor component blueprint in the same folder of my content browser.

20079-window3.jpg

Any ideas what’s going on?

Thanks in advance!

I might be wrong here, but if its an actor component, aren’t you supposed to add it as a component of your Pawn? I mean go into the Component tab of MyflyingPawn and add your PlayerFeedbackComponent into it.

And if you are making it customizable by specifying the component from default section, make sure the type of that variable is setup correctly. Ie check an make sure the type of ‘PFC Thrust Boost Activation’ in Pawn can accept a class of PlayerFeedbackComponent.

Thanks for the suggestion, mindfane! I just managed to sort this out by adding the “EditInlineNew” keyword at the end of the UCLASS definition:

UCLASS(Blueprintable, BlueprintType, EditInlineNew)  // <---- Added "EditInlineNew"
class MYGAME_API UPlayerFeedbackComponent : public UActorComponent
{

Now the instances I created are showing up in the picker! This is very strange because another Actor Component class I’ve implemented DOES NOT have EditInlineNew specified and it’s registering the instances in the picker…but at least I’m sorted!