The title basically sais it all:
I have a UClass of an AActor which I would like to spawn, but only if the class to spawn does not have a certain component. If the class were a C++ class, I could simply get the CDO and run GetComponentsByClass on it, but for classes that are created from Blueprints the CDO does not seem to hold the components that were added in the Blueprint editor.
So, my question is: How can I access the list of components added in the Blueprint Editor with only having the UClass, but not a concrete instance of it?