Set target of pointer to component in the Editor

I’m currently developing an inventory System in c++. The Items are stored in different containers, so I have a TArray of pointers to the containers, so that I can add and remove containers during runtime.
The problem is, when I try to set the target of the pointers in the editor, there are no options to choose from in the drop down menu. The pointer should be set to a component that is attached to the same Object in the Blueprint. Both classes inherit from ActorComponent.

The drop down menu looks like this:

So my question is: Am I simply missing something or is this just not supported? From what I read, it isn’t fully supported, but it can work somehow?

I could set the pointers up in code, but it would be easier to do it in the editor.
The array looks like this:

 UPROPERTY(EditAnywhere, SaveGame, Category=“Containers”)
TArray<UInventorySpace*> Containers;

And InventorySpace.h looks like this (I removed the includes here):

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class SSJUR_API UInventorySpace : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UInventorySpace();
	//UPROPERTY(SaveGame)
		//TArray<int> inventory;
	UPROPERTY(SaveGame)
		TArray<UInventoryItem*> Items;

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

		
	
};

Any help is appreciated. English is not my first language, so please excuse grammar and spelling errors.

What type do you use for array?

It looks like this: TArray<UInventorySpace*> Containers;
Something went wrong when pasting the code.