Executing run() from python in a EditorUtilityActor does nothing

Hello everyone!

I’ve been looking to find a way to run blueprints from python and I found that I could probably use the run() function on a Editor Utility Actor to do just that.
The thing is… it does nothing.

This is what I’ve done:
Create the blueprint asset, drag it into the level, add the override to Run so it prints a string to log and spawns an actor, select the asset in python and execute the run() function.
There is no result.

editor_world = unreal.EditorLevelLibrary.get_editor_world()
actors = unreal.GameplayStatics.get_all_actors_of_class(editor_world, unreal.EditorUtilityActor)
utility_actor = actors[0]

Any of you guys can replicate the issue?
Is this a bug?
Do you know of any other way to run bp code from python?

Thank you.