I was able to find a function that may help after digging around in the FKismetEditorUtilities:
FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
FString name = "testBlueprint";
name = UPackageTools::SanitizePackageName(name);
name = ObjectTools::SanitizeObjectName(name);
FName fname = *name;
FString packagePath = "/Game/Test/" + name;
UPackage* OuterForAsset = CreatePackage(nullptr, *packagePath);
UClass* BlueprintClass = nullptr;
UClass* BlueprintGeneratedClass = nullptr;
IKismetCompilerInterface& KismetCompilerModule = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>("KismetCompiler");
KismetCompilerModule.GetBlueprintTypesForClass(YourClassType::StaticClass(), BlueprintClass, BlueprintGeneratedClass);
UBlueprint* newBlueprint = FKismetEditorUtilities::CreateBlueprint(YourClassType::StaticClass(), OuterForAsset, fname, BPTYPE_Normal, BlueprintClass, BlueprintGeneratedClass, FName("GeneratingBlueprintTest"));
FAssetRegistryModule::AssetCreated(newBlueprint);
FAssetEditorManager::Get().OpenEditorForAsset(newBlueprint);
OuterForAsset->SetDirtyFlag(true);
TArray<UPackage*> packagesToSave;
packagesToSave.Add(OuterForAsset);
FEditorFileUtils::PromptForCheckoutAndSave(packagesToSave, false, false);
For my case this works, it creates the asset, saves it, and opens up the blueprint window in editor upon creation, which is all I need. However, as a warning, I ran in to trouble when I tried to save the asset before opening up the blueprint window in editor.