Load blueprints in PostInitialize

I used to have u = LoadObject(nullptr, TEXT("/Game/ThirdPersonCPP/Blueprints/DialogueHUDU.DialogueHUDU"));, which worked fine. I have since switched to u = StaticLoadClass(UObject::StaticClass(), nullptr, TEXT("/Game/ThirdPersonCPP/Blueprints/DialogueHUDU.DialogueHUDU")));, as u is now TSubclassOf<UUserWidget> u;, instead of UObject *u; I can’t find the asset anymore, though. How may I fix this?
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