C++ Reference to an Actor in the Scene

Ok, I found where I screwed up, there is no need for Component Reference. AActor* can be used and in this way

UPROPERTY(EditAnywhere)
AActor* Destination;

As a note: I thought EditXXXX of a public property would have a default value that’d make them editable in windows, but it’s not the case. Adding EditAnywhere allowed me to point to an Actor in the scene.