Get Blueprint class by String in C++

So, what about:

UClass* StaticLoadClass( UClass* BaseClass, UObject* InOuter, const TCHAR* InName, const TCHAR* Filename, uint32 LoadFlags, UPackageMap* Sandbox )


UClass* GameModeParamClass = StaticLoadClass(AGameMode::StaticClass(), NULL, *GameClassName, NULL, LOAD_None, NULL);

or 


TSubclassOf<AParticleEventManager> ParticleEventManagerClass = Cast<UClass>(StaticLoadObject(UClass::StaticClass(), NULL, *GEngine->ParticleEventManagerClassPath, NULL, LOAD_NoWarn, NULL));


or 

USkeletalMesh* PreviewMesh = PreviewSkeletalMesh.Get();
PreviewMesh = Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), NULL, *PreviewMeshStringRef.ToString(), NULL, LOAD_None, NULL));

or

USoundBase* Sound = Cast<USoundBase>( StaticFindObject( USoundBase::StaticClass(), NULL, *SoundAssetName ) );
		if( Sound == NULL )
		{
			Sound = Cast<USoundBase>( StaticLoadObject( USoundBase::StaticClass(), NULL, *SoundAssetName ) );
		}



or something ;0