C++ How to cast Data Blueprint Parent class with changed variables?

I finally found the Solution!

UBlueprint* BlueprintAsset = Cast<UBlueprint>(AssetsList*.GetAsset());
if (BlueprintAsset)
{
	TSubclassOf<AWeapon> SubclassOfWeapon = BlueprintAsset->GeneratedClass;
}

You can read more about it here:
https://forums.unrealengine.com/t/how-to-access-default-values-of-blueprint-assets/60884