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