Can't get SpawnActor to work with UClass*, only TSubclassof?

I wish, however, both SpawnableEnemies[ListIndex].GetAsset()->GetClass() and SpawnableEnemies[ListIndex].GetClass() return just “Blueprint” instead of the desired class.

However, I ran the PrintAssetData function which logged a lot more for me:

LogAssetData:     FAssetData for /Game/TwinStick/Gameplay/Enemies/BaseEnemyBP_Molten.BaseEnemyBP_Molten
LogAssetData:     =============================
LogAssetData:         PackageName: /Game/TwinStick/Gameplay/Enemies/BaseEnemyBP_Molten
LogAssetData:         PackagePath: /Game/TwinStick/Gameplay/Enemies
LogAssetData:         AssetName: BaseEnemyBP_Molten
LogAssetData:         AssetClass: Blueprint
LogAssetData:         TagsAndValues: 12
LogAssetData:             GeneratedClass : BlueprintGeneratedClass'/Game/TwinStick/Gameplay/Enemies/BaseEnemyBP_Molten.BaseEnemyBP_Molten_C'
LogAssetData:             ParentClass : Class'/Script/Winstick.WSNPC'
LogAssetData:             NativeParentClass : Class'/Script/Winstick.WSNPC'
LogAssetData:             ClassFlags : 12847124
LogAssetData:             BlueprintType : BPTYPE_Normal
LogAssetData:             IsDataOnly : False
LogAssetData:             FiBData : *Lots of unreadable symbols*
LogAssetData:             NumReplicatedProperties : 0
LogAssetData:             NativeComponents : 2
LogAssetData:             BlueprintComponents : 0
LogAssetData:             BlueprintPath : BaseEnemyBP_Molten
LogAssetData:             ImportedNamespaces : ()
LogAssetData:         ChunkIDs: 0
LogAssetData:         PackageFlags: 262144

I’m pretty sure I should be able to use PackageName.