Unfortunately this is not something that you can do purely in blueprint.
If you defined UMyHolder in C++, you could do this using Instanced Objects and selecting a type of UMyThing would do what you want to accomplish.
Unfortunately this is not something that you can do purely in blueprint.
If you defined UMyHolder in C++, you could do this using Instanced Objects and selecting a type of UMyThing would do what you want to accomplish.