How to cast C++ variable to another Blueprint class

I can’t understant why it doesn’t work.

LanguageActor.h

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Language)
TArray<FString> LanguageVariableNameArray;
	
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Language)
TArray<FString> LanguageNameArray;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Language)
FString TestLanguage = "text test";

LanguageActor.cpp

void ALanguageActor::BeginPlay()
{
	Super::BeginPlay();
	
	// Read from file
	if (PlatformFile.DirectoryExists(*ReadDirectory))
	{
		// Get absolute file path
		FString AbsoluteFilePath = ReadDirectory + "/" + FileName;
		FFileHelper::LoadFileToString(TextToRead, *AbsoluteFilePath);
	}
	else GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, TEXT("Directory unexist"));
	GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TextToRead);
	
	
	if (TextToRead.ParseIntoArray(LanguageFileArray, TEXT("\n"), true))
	{
		GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, LanguageFileArray[1]);
		if (LanguageFileArray[0].ParseIntoArray(LanguageVariableNameArray, TEXT(";"), true))
			GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, LanguageVariableNameArray[3]);
		if (LanguageFileArray[1].ParseIntoArray(LanguageNameArray, TEXT(";"), true))
			GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, LanguageNameArray[3]);
	}
}