How to add actor properties that appear only in editor?

How to add property to an actor that exists and can be changed only from editor?

So far I tried putting the properties ( UChildActorComponent* ) inside #if WITH_EDITORONLY_DATA

#if WITH_EDITORONLY_DATA

	UPROPERTY(EditAnywhere, Category = QoL)
		TSubclassOf<AEquipmentActor> EquipmentActorClass;

	UPROPERTY(VisibleDefaultsOnly)
		UChildActorComponent* QoLActor;
#endif

and in constructor

#if WITH_EDITORONLY_DATA

	this->QoLActor = CreateDefaultSubobject<UChildActorComponent>(TEXT("Quality of Life Actor"));
	this->QoLActor->SetupAttachment(RootComponent);
	this->QoLActor->SetChildActorClass(this->EquipmentActorClass);
	
#endif

it can be seen and changed in editor, if you try to access it from outside #if WITH_EDITORONLY_DATA or #if WITH_EDITOR it fails to compile, everything seems fine

The problem is, the blueprint is serialized and the component is still there when the game is packaged