How do I make a UObject attached to an actor editable?

I have a custom UObject structure that I have added to a Pawn class. I want to be able to see and edit the values of this custom UObject in blueprints when I view the BP of the Pawn. At the moment the best I can get is a reference to an object, which I have to rightclick->Edit.

Here is the relevant code for what I have atm:

----- PAWN CLASS -------
.h

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CustomStats)
UModifiableStat* NewSpeed;

.cpp

APlayerPawnCombat::APlayerPawnCombat(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{

    NewSpeed = NewObject<UModifiableStat>();
	NewSpeed->BaseValue = 40.0;

}

---- Custom UObject class ----

.h

UCLASS(ClassGroup = (CustomStats), ShowCategories = (CustomStats))
class SPACECOOP_API UModifiableStat : public UObject
{
	GENERATED_BODY()
	
public:

	UModifiableStat();

	/*Base value for the stat, before any modifiers*/
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CustomStats)
	float BaseValue;

}

and here’s what I get in the editor :

What I would like is to have a drop-down expansion of the UObject in that panel so I can edit BaseValue. Is this possible?

The best I have come up with is to change it from a UObject to a STRUCT. Is this the only solution?

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