How can I assign a blueprint object that's derived from a c++ class to a Data Table?

Hi folks,

I’m trying to create a Data Table that stores information for each buildable piece I have. One of the entries in the table I’d like to be a link to the actual blueprint object so I can spawn it when I need to. I’d love to spawn it in C++, but I don’t know how (I’m not up to that yet anyway).

My problem is that I cannot seem to assign the objects to the field in the data table. It seems to not think they are a match, even though I derive them from a blueprint that derives from a C++ class.

The images below should help convey what’s happening. Does anyone know how I set it up so I can assign them and then spawn them based on the data table rows?

Screenshot_2
Screenshot_3

Thanks for the help!
-Matt

Further research yielded the solution!

UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf ActorClass;

In case anyone else gets stuck with the basics.