How to Get RowName and apply static mesh from data table in C++?

How to make this on c++, I already make DT, Structure, Enum in C++, make Enum variable, but how to ger row and apply to mesh i can’t finde… this is sompthing like:

	FItemStruct* Item = MyCustomDataTable->FindRow<FItemStruct>(DT_RowNames);

.h
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

#include "Engine/DataTable.h"

#include "Item.generated.h"

class UDataTable;


UENUM(BlueprintType)
enum EItemThisg

{
	Axe		UMETA(DisplayName = "Axe"),
	■■■■■   UMETA(DisplayName = "■■■■■"),
	Hammer  UMETA(DisplayName = "Hammer")
};

USTRUCT(BlueprintType)
struct FItemStruct : public FTableRowBase
{
	GENERATED_BODY()

	/** Item static mesh **/
	UPROPERTY(EditAnywhere, BlueprintReadOnly)
		UStaticMesh* ItemMesh;

	/**Item description**/
	UPROPERTY(EditAnywhere, BlueprintReadOnly)
		FString Description;

	struct FDataTableRowHandle* RowHandler;
};

UCLASS()
class MYPROJECT3_API AItem : public AActor
{
	GENERATED_BODY()

	
public:	
	// Sets default values for this actor's properties
	AItem();

	UPROPERTY(VisibleAnywhere, blueprintReadOnly, Category = "Item")
		UStaticMeshComponent* MeshComp;
	
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "DataTable")
		UDataTable* MyCustomDataTable;
/*
	UFUNCTION(Category = "DataTable")
		TArray<FName> DataValue (UDataTable* Data);
*/

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "DataTable")
		TEnumAsByte<EItemThisg> DT_RowNames;

protected:
	virtual void BeginPlay() override;


public:	


};