Bug with creating a Blueprint Child asset through Editor Utility Blueprints?

Also, I have just tried this in Unreal 5.5

It works well and does create the new Blueprint. But I still have some more questions:

It returns an object of “Blueprint Object Reference” type which I had never seen before. I can’t promote this “Blueprint Object Reference” type to a variable, and I cannot cast it to the class of the Blueprint child I have just created either.

So what is this Blueprint type? What can I actually do with it?

For context, what I am trying to do is to:

  1. Through an Editor Utility Widget, allow the user to create a new child of a parent Blueprint Class (This works now thanks to the new node)
  2. Use parameters that the user has set on the EUW to apply some settings on the child BP
    1. For example, say the Parent BP Class has a static mesh component in it, I want to go override the static mesh in the static mesh component by a user selected one

Right now, I can’t figure out how to access and edit the components of the newly created Child Blueprint.