Data table is not stored in the variable created in C++

I created an ActorComponent that use the follow variable:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loot")
	class UDataTable* LootDataTable;

The variable is properly exposed in the Blueprint where the ActorComponent is attached also is possible to select a DataTable to associate to this variable, but, when I restart the UE Editor, the variable is empty.
What is the problem? How can I fix it?