I think that what vivalavladislav was trying to know, based on the mention of Unity’s SerializedField, is if it’s possible to add a reference, in the Details panel, to a certain component that belongs to a world actor.
I was able to do it by declaring a reference to the actor and the type of component to get.
UPROPERTY(EditAnywhere)
ACustomActor* ActorReference;
UPROPERTY(EditAnywhere)
TSubclassOf<class USceneComponent> TypeOfComponent;
These should now appear on the Details panel. Then, based on your GetComponentByClass suggestion, I did this:
UCustomComponent* comp = Cast<UCustomComponent>(ActorReference->GetComponentByClass(TypeOfComponent));
It works! However, I’m still looking for better alternatives and perhaps a way to get a specific component reference if an actor has multiple components of the same type (like colliders). I wish to avoid getting all such components (using GetComponentsByClass) and then using their string names to differentiate them, though that might not be possible…