Get blueprint component in editor?

Hi! I wanted to make an automated tool that would programmatically modify the value of a Component in many blueprints, my approach is to use Reflection in C++ to set a parameter to the SkeletalMeshComponent in an Actor blueprint, first I want to read the SkeletalMeshComponent. How should I start?

Here is my solution, but sadly I can not read SKptr because it is a null ptr

UBlueprint* BPPtr = Cast<UBlueprint>(InObject);
	UObject* BPCDO = BPPtr->GeneratedClass->GetDefaultObject();//CDO
	TSubclassOf<AActor> ActorClassCast = BPCDO->GetClass();

	for (TFieldIterator<UObjectProperty> ProIt(ActorClassCast); ProIt; ++ProIt)
	{
		UObjectProperty* Pro = *ProIt;
		if (Pro->GetName() == PropertyNameTwo)
		{
			void* Addr = Pro->ContainerPtrToValuePtr<void>(ActorClassCast->GetDefaultObject());
			UObject* SKptr = Pro->GetPropertyValue(Addr);
			
			if (SKptr)
			{
				//do sth
			}
		}
		UE_LOG(LogTemp, Warning, TEXT("Property Class is %s"), *Pro->PropertyClass->GetName());
	}

In case someone else is looking for a solution, I’m trying to get a Component variable that inherits from the blueprint base class through reflection.
So I can only get the basic information about the Class (name, etc.) and not the Component variables.
My solution: I put my need to modify the blueprint generated to the Level, through the blueprint script modify ActorComponent parameters, then through SSCSEditor: : OnApplyChangesToBlueprint () function is ActorComponent modification applied to its blueprint.