Blueprint to C++ and Engine Freezing?

this idea is perfect, but I have 5 containers of static meshes in the ItemGroup class, and everytime it spawns with these 5 containers and returning the world space transforms of all containers, and later the static meshes is attached to the containers from an array of items and assign the fixed location from the array of locations to this ItemGroup Class, and the location assigned to it must not be re-used for another spawn of ItemGroup Class, just randomize the range by removing it array.num() -1 as the last index from the random range, but the problem is the operator == needs to be overloaded.
OverLoad == FTransform but i don’t know how to do it, i also don’t know if unreal support namespaces or any other method to overload it will solve my issue