How can i get SerializedProperty from UnityEvent which in List. Sorry for my Eng.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEditor;
using UnityEditor.SceneManagement;

public class CustomEventsList : MonoBehaviour
{
    public List<CustomEvent> events;

    public CustomEventsList()
    {
        events = new List<CustomEvent>();
    }

    public void RemoveEvent(string name)
    {
        foreach (var item in events)
        {
            if (item._name == name)
            {
                events.Remove(item);
                break;
            }
        }
    }
    public void AddEvent(string name)
    {
        events.Add(new CustomEvent(name));
    }
    public int IndexOfEvent(CustomEvent _event)
    {
        int index = -1;
        foreach (var item in events)
        {
            if (item == _event)
            {
                index = events.IndexOf(item);
            }
        }
        return index;
    }
    public bool ContainsEvent(string name)
    {
        foreach (var item in events)
        {
            if (item._name == name)
            {
                return true;
            }
        }
        return false;
    }
}

[System.Serializable]
public class CustomEvent
{
    [SerializeField]
    public string _name;
    [SerializeField]
    public UnityEvent _event;

    public CustomEvent(string _name)
    {
        this._name = _name;
        this._event = new UnityEvent();
    }
}

[CustomEditor(typeof(CustomEventsList))]
public class CustomEventsListInspector : Editor
{
    private CustomEventsList CEL;
    private string eventKey;

    private void Awake()
    {
        eventKey = "Событие";
    }

    private void OnEnable()
    {
        CEL = (CustomEventsList)target;
    }

    public override void OnInspectorGUI()
    {
        EditorGUILayout.BeginVertical("box");
        if (GUILayout.Button("Добавить событие", GUILayout.Height(30)))
        {
            if (!CEL.ContainsEvent(eventKey))
            {
                CEL.AddEvent(eventKey);
            }
        }
        eventKey = EditorGUILayout.TextField("Имя события", eventKey);
        EditorGUILayout.EndVertical();
        if (CEL.events.Count > 0)
        {
            foreach (var item in CEL.events)
            {
                SerializedProperty prop = ????????????;
                EditorGUILayout.BeginVertical("box");
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(item._name);
                if (GUILayout.Button("Удалить"))
                {
                    CEL.RemoveEvent(item._name);
                    break;
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.PropertyField(prop);
                EditorGUILayout.EndVertical();
            }
        }

        if (GUI.changed)
        {
            EditorUtility.SetDirty(CEL);
            EditorSceneManager.MarkSceneDirty(CEL.gameObject.scene);
        }
    }
}

I’m sorry that I don’t have the answer but hopefully this will help?

Found solution by myself

SerializedProperty prop = serializedObject.FindProperty("events").GetArrayElementAtIndex(i).FindPropertyRelative("_event")