[C++] How to get/pass reference to bluprint's component

Yes. This is what I want to do - add component to the blueprint through the editor and get it’s reference/pointer in the code. I actualy wrote this in my very first post.
According to your solution, I also knew about that option, but it doesn’t seem to be clean too. It looks hacky. It seems to me that there is some functionality missing on this. To me it’s quite odd that you can set every exposed UPROPERTY manualy through the interface, but you can not set the Actor’s value. It’s strange, especially because the drop down menu actualy appears but after peeking anything the value isn’t being set ( even with EditAnywhere set ). And the second thing is, that the subobject / component of this particular Actor does not appear on that list - while it shares thesame class.