How to make an EditorUtilityWidget open/run via C++

Ah thanks for the function!

Unfortunately I can’t get the reference to the Widget right.
Do you also know how to properly reference the EditorWidget, since I can’t seem to get it to work with ConstructorHelper::ClassFinder.

This is the code I want to use when pressing the toolbar button:

void FPlugiModule::PluginButtonClicked()
{

static ConstructorHelpers::FClassFinder<UEditorUtilityWidgetBlueprint> BBObj(TEXT("/Game/BB"));
if (BBObj.Succeeded()) {
	//MenuClass is TSubclassOf<class UEditorUtilityWidgetBlueprint> MenuClass;
	MenuClass = BBObj.Class;
}

//Does not work as it can't convert UClass to UEditorUtilityWidgetBlueprint
RunEditorUtilityWidget(MenuClass.Get());

}