GetClass Blueprint instead of PlayerController

So, i’m trying using the node getClass in a playerController object, it returns “Blueprint”. Now, what i do need is a way to get “PlayerController”.

I know i can use a cast, but for what i’m actually doing, i need the true class, not the parent whatsoever class. Did anyone find a way to do that?

I’m using that structure in a Editor Utility Blueprint with a print right now. Any help will be appreciated

Found the answer, you cant in BP. But here is the C++ Solution

.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"

/**
 * 
 */
UCLASS()
class DHERRAMIENTAS_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

	UFUNCTION(BlueprintPure)
	static UClass *GetObjectParentClass(UObject* item);
}

.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyBlueprintFunctionLibrary.h"

UClass *UMyBlueprintFunctionLibrary::GetObjectParentClass(UObject *Object)
{
	//return Object->GetClass()->GetSuperClass();
	auto* BP = Cast<UBlueprint>(Object);

	UClass* ActualParent= nullptr;

	if (BP->ParentClass) 
		ActualParent = BP->ParentClass;
	
	return ActualParent;
}