Can't reference my own creative_device from an npc_behaviour in Editor

Hey!

I am currently seeing some behavior that looks like a bug. When I reference a subclass oif creative_device_base from my npc_behaviour, it lets me pick one from the level (using the actor picker tool), but when I reference my own device (deriving from creative_device) it thinks that it’s a normal serialized class and wants me to fill in the fields myself. Here’s my setup:

npc_creep_medic<public> := class(npc_behavior):
    # A subclass of creative_device
    @editable
    VFXSpawnerPool:device_pool_vfx = device_pool_vfx{}

    # A subclass of creative_device_base
    @editable
    Btn:button_device = button_device{}

# Another file
device_pool_vfx := class(creative_device):
    
    @editable
    Devices:[]vfx_spawner_device = array{}

    var Pool:device_pool(vfx_spawner_device) = device_pool(vfx_spawner_device){} 
    
    OnBegin<override>()<suspends>:void=
        set Pool = CreateDevicePool(Devices)

    GetInstance()<decides><transacts>:vfx_spawner_device =
        InstanceResult := Pool.GetInstance[]
        NewPool := InstanceResult(0)
        Instance := InstanceResult(1)
        set Pool = NewPool
        return Instance
    
    ReturnInstance(Instance:vfx_spawner_device):void = 
        NewPool := Pool.ReturnInstance(Instance)
        set Pool = NewPool

This is what this looks like in Editor (in a NPCCharacterDefinition asset)

Am I doing something wrong or is this not supported/intended?