Custom Editor - Loosing prefab connections at runtime

I can drag a prefab to the empty gameobject slot in inspector fine, but once I hit play the connection is lost.

My editor script looks like this

[CustomEditor(typeof(IglooCameraController))]
[CanEditMultipleObjects]
public class IglooCameraControllerEditor : Editor {
	
	IglooCameraController cameraObject;

	public void OnEnable(){
		cameraObject= (IglooCameraController)GameObject.FindObjectOfType(typeof(IglooCameraController));
	}
	public override void OnInspectorGUI(){
            serializedObject.Update();
		cameraObject.cameraPrefab= EditorGUILayout.ObjectField("Camera Prefab",cameraObject.cameraPrefab, typeof(GameObject),true) as GameObject; 
		cameraObject.setVlaues ();
	}
}

And the IglooCameraController looks like this (I’ve taken all irrelevant code out)

public class IglooCameraController : MonoBehaviour {
	
	public GameObject cameraPrefab;

}

Fixed it. For anyone interested I was missing a cast here.
cameraObject.cameraPrefab= (GameObject) EditorGUILayout.ObjectField(“Camera Prefab”,cameraObject.cameraPrefab, typeof(GameObject),true) as GameObject;