How do I get a blueprint object in an editor plugin?

I am writing a simple plugin (mostly as a learning experience). I want the plugin to display the class defaults for my custom Game Mode blueprint in a standalone tab (just like world settings). I’m having trouble actually getting the blueprint though, apparently I can’t use ConstructorHelpers, and digging through the engine source hasn’t helped me.

Here’s what I have now:

TSharedRef<SDockTab> FCrashPluginModule::OnSpawnPluginTab(const FSpawnTabArgs& SpawnTabArgs)
{
    static ConstructorHelpers::FObjectFinder<UBlueprint> BP_GameMode(TEXT("Blueprint'/Game/Player/Blueprints/CrashGameModeBP.CrashGameModeBP'"));

	FPropertyEditorModule& PropPlugin = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
	FDetailsViewArgs DetailsViewArgs(false, false, true, FDetailsViewArgs::HideNameArea, false, GUnrealEd);
	DetailsViewArgs.bShowActorLabel = false;
    TSharedPtr<class IDetailsView> PropertyView = PropPlugin.CreateDetailView(DetailsViewArgs);
    
    if (BP_GameMode.Object != NULL) {
        PropertyView->SetObject(BP_GameMode.Object);
    }
   
	return SNew(SDockTab)
		.Icon( FEditorStyle::GetBrush( "LevelEditor.WorldProperties.Tab" ) )
		.Label(LOCTEXT("GameModeSettingsTabTitle", "Game Mode Settings") )
		.AddMetaData<FTutorialMetaData>(FTutorialMetaData(TEXT("GameModeSettings"), TEXT("GameModeSettingsTab")))
		[
			PropertyView.ToSharedRef()
		];
}

Any help is appreciated

You can’t use a ConstructorHelper outside of a constructor. You can always use LoadObject/FindObject to get a reference to an object.