Blueprint reparenting

I have a project that was using the Angelscript version of UE (the one from Hazelight) and I wanted to convert all my Angelscript classes to C++. I did that with no issues but then the blueprints that had those classes as parents have lost the parent and are showing None as the parent. I thought I would just reparent them to their new C++ type but all of those classes are not shown in the filter when reparenting… and that’s weird as they are all derived from either APawn of AActor.
I though I would give a try with CoreRedirects and point the old classes to the new one there but nothing to do there either. Do you have any suggestions?