How to get asset path of Blueprint ( self) at runtime?

Hello,
I am working on a Blueprint Actor that initializes for itself a very large number of variables in it’s construction script. The value for most of these variables are stored in a Data Asset that the Blueprint reads from during the construction script.
So my game will have up to a hundred different objects of this type implemented as Data Only Blueprints or rather as pairs of DataOnlyBlueprints and the unique Data Assets that each variation is reading from.
For the reason of them being this many, I am creating each pair of Blueprint-DataAssets through an editor Utility Script, so there is no manual setting of variables.
For the purpose of having each blueprint variation read from the correct DataAsset I am placing them next to each other in the same folder and also setting them up to have paired names ( such as BP_ObjectVariation33 and DA_ObjectVariation33 and inside the construction script I build the path+name to the DA_ based on the blueprint’s own name and the folder part it is loaded from. However here I have become stuck: I am currently unable to get the Blueprint’s self path, or rather ( since remember this is already at runtime) the path of the asset that is the origin of the blueprint Actor.
So how can I get the Blueprint’s self path/folder location in construction script, in order to use it to find the DataAsset?

I suggest you give the following thread a read.

Certain things will execute, others won’t. CS is mainly an Editor add-on.

Hello, in the mean time a friend helped me get it done, I am pasting this image should it help anyone else in the future.

@Rev0verDrive: thank you so much for your answer as well and for the heads up!
I will have to test if my nodes will execute in the built game, if not I guess I can just move everything to the event graph, I expect it would work fine and maybe at worst miss one frame before everything is fully set and running.