Find AActor tags from UBlueprint*

TR;DR;
I need to pull out the tags from a UBlueprint* variable.

.,…

Due to not being able to make a array of a custom class editable in the blueprint editor

i would love to hear a work around but i have chosen to use this

UPROPERTY(EditDefaultsOnly, Category = "Generation")
	TArray<UBlueprint*> Modules;

(this is better because UClass* means you must select through every class where as this is all blueprints, not the best result but at this point i believe it is the best available option)

This kinda works, however it would be amazing to learn how to covert the type (where AModule is a custom class that the blueprint itself is derived from)

AModule* firstmod = Modules[0];

This would allow me to simply use

firstmod->Tags 

And all the other functionality i need.

Additional notes and observations:

I am able to access it once it is spawned, example;

		AModule* newmod;
		const FRotator SpawnRotation = this->GetActorRotation();
		const FVector SpawnLocation = GetActorLocation();
		newmod = World->SpawnActor<AModule>(Modules[0]->GeneratedClass, SpawnLocation, SpawnRotation);
TArray<FName> tags = newmod->Tags;

i also did try casting it, but it returned NULL (Dont know what i expected)

Thanks for your time guys! i really do appreciate it!