I managed to solve my original problem. I was able to add the C++ Actor Component I created to the existing Shooter Game PlayerPawn by adding a component object directly to the ShooterPlayerCharacter.cpp file.
AShooterCharacter::AShooterCharacter(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UShooterCharacterMovement>(ACharacter::CharacterMovementComponentName))
{
Mesh1P = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("PawnMesh1P"));
Mesh1P->SetupAttachment(GetCapsuleComponent());
Mesh1P->bOnlyOwnerSee = true;
Mesh1P->bOwnerNoSee = false;
MyAbility = ObjectInitializer.CreateDefaultSubobject<UShooterMyAbility>(this, TEXT("My New Ability"));
}
When I run the game in the editor, I can now select the PlayerPawn and see the desired component attached.
The crash still occurs when I try to convert the PlayerPawn actor to a Blueprint but such is life.