Loading Engine Assets in C++

“Repetitive picking” sounds like you’re not considering blueprints, and blueprint inheritance, and, most importantly, bulk/matrix editing.

You really should define at least one blueprint class for each of your C++ classes, and use that wherever you need an actual-instance. And, ideally, everywhere you need an actual-instance, make it a TSubclassOf<> UPROPERTY so that you can switch things around in the editor at will.

You don’t need to use the graph scripting at all for Blueprints, just the data editing/inheritance/wiring makes a lot of sense on its own.