UObject subclass blueprint does not show up in asset picker?

I created a simple class to hold some data:

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

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

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

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

	/** If ticked, camera shake will only trigger on player controller associated with attached actor */
	UPROPERTY(Category = "Player Feedback Component", EditDefaultsOnly)
	bool bAffectAttachedPlayerControllerOnly;

	/** If not bAffectAttachedPlayerControllerOnly, this defines inner radius of shake and rumble */
	UPROPERTY(Category = "Player Feedback Component", EditDefaultsOnly)
	float innerRadius;

	/** If not bAffectAttachedPlayerControllerOnly, this defines outer radius of shake and rumble */
	UPROPERTY(Category = "Player Feedback Component", EditDefaultsOnly)
	float outerRadius;

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

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

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

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

	void PlayAtLocation(const FVector location);
	
	void RumbleAndShakeAtLocation(const FVector location);

};

I added a variable of this new class type to my pawn.

    /** Afterburn activation feedback component */
	UPROPERTY(Category = "Flying Pawn", EditDefaultsOnly)
	UPlayerFeedbackComponent* afterburnPFC;

I created a blueprint instance of this new class in the editor:

However, when I tried to edit the reference for the variable on my pawn, nothing shows up in the asset picker.

Any ideas on what I need to do to properly setup this reference?

Thanks in advance!

I sorted this out. Was going about it the wrong way. Needed to implement it as a new asset type. Used FForceFeedbackEffect as an example and worked great!