Select component type in editor

UPROPERTY(Category = “Camera”, BlueprintReadWrite, EditAnywhere)
TSubclassOf CameraComponentType;

UPROPERTY(Category = "Camera", BlueprintReadOnly)
    UCameraComponent * CameraComponent;

ACustomPawn::ACustomPawn(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{
    ObjectInitializer.CreateDefaultSubobject(CameraComponent, TEXT("Camera"), UCameraComponent::StaticClass(), CameraComponentType, false, false, false);
    
}