Is it possible to edit the values of classes assigned in the editor with TSubclassOf?

So to clarify, you’re suggesting that each category of item effect would be an instantiated, spawned-in-the-world actor Blueprint? Because that’s what I’m using this weirdness to avoid in the first place: ideally, I’d like to ensure that items only ever exist as a single integer reference to a database/array entry whose properties I can tune for each individual item.