Is it possible to declare a UChildActorComponent as a specific type so the editor is forced to only use an actor of a specific subclass as its child?

//Generic child actor component UPROPERTY(EditAnywhere, Category = Components) class UChildActorComponent* MenuComponent;

In the editor the above component can have a child actor of any type associated with it. I want to force the editor to only allow a specific type of actor. In my case it would be AInGameMenu. As a bonus, not having to cast to my specific actor type and check the cast for validity would be a lot cleaner as well.