With this:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
AGenerator* A;
You can pick AGenerator class object placed on level. Tell us what you want to do with that property or what you expect from that property.
With this:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
AGenerator* A;
You can pick AGenerator class object placed on level. Tell us what you want to do with that property or what you expect from that property.