C++ How do I store a class type as a value

Hello, new to the Unreal API but I’ve been working with it for a little while now. I’m familiar with C++ so I was wondering how I would go about storing classes of UClass objects as values in order to make use of them at a later time?

For example storing various AActor derived classes into a dynamic array and spawning them later and getting the correct type for their class. I notice in the Blueprints visual scripting I can store class types as values so I was wondering how to achieve the same thing in C++? And would it be possible to expose this value as a UProperty for use in Blueprint scripting?

You can use TSubClassOf to store any child class and blueprint class.

Thanks, I’ll try that out soon.

Small error. Should be TSubclassOf not TSubClassOf.