Expose UObject to Blueprint children class

Hi everyone,

I am trying to expose the properties of UCameraShake, which is inherited from UObject, from an Actor class like this:

In BasePlayer.h:

public:
	// Sets default values for this character's properties
	ABasePlayer();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	// Action Components
	UPROPERTY(BlueprintReadOnly, EditAnywhere)
	UStructureSpawnComponent* SpawnComponent;

	UPROPERTY(BlueprintReadOnly, EditAnywhere)
	URockManager* RockManager;

	/** The MainCamera attached to the Player...*/
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Camera)
	UCameraComponent* MainCamera;

	/** The SpringArm dictating Camera movement properties...*/
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Advanced)
	USpringArmComponent* CameraSpringArm;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Score, Collectible")
	UScoreComponent* ScoreComponent;

	// The camera shake
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
	UCameraShake *Camerashake;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
	bool InSpawnArea;

In the ctor of BasePlayer:

// Sets default values
ABasePlayer::ABasePlayer() : Super()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	MainCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("MainCamera"));
	//Create a spring arm to attach camera to player.
	
	CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));

	// Attach our camera and visible object to our root component. Offset and rotate the camera.
	MainCamera->AttachTo(CameraSpringArm, USpringArmComponent::SocketName);

	SpawnComponent = CreateDefaultSubobject<UStructureSpawnComponent>(TEXT("SpawnComponent"));

	RockManager = CreateDefaultSubobject<URockManager>(TEXT("Rockmanager"));

	ScoreComponent = CreateDefaultSubobject<UScoreComponent>(TEXT("Score"));

	Camerashake = ConstructObject<UCameraShake>(UCameraShake::StaticClass());
}

But then in the BP i can’t see the properties of camerashake exposed, neither the object itself, while the components obviously show up:

I have read in other posts that they could achieve this. If you open these two links, you’ll see peoeple posting screenshots of what I want to achieve:

[link text][3]

[link text][4]

Thanks in advance to everyone!