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