In your blueprint class, click “Add Function” and implement a function called ReturnAllMeshes()
Make this function return an array of meshes.
Make that array be built by simply referencing all components you have that include meshes and getting their meshes into the array.
Now, in the data table, where you specify the field that’s supposed to take your blueprint instance, make sure it knows the class of your blueprint (e g, not a generic class like “Actor” but your specific blueprint class.)
Now, you should be able to simply take the blueprint you get from the data table, and call “Return All Meshes()” on it, and you should get all the meshes that it says it has.