Actually, I find that spawning blueprint based actors using paths is something very rare.
Usually that’s only needed to set a sensible default for TSubclassOf variables. Basically, what you’ve done exposes one quirk of your use of UE4: you use a lot of path based blueprint spawning instead of using the reflection system.
For example, you have a map, and there’s a crate on the level. You want the crate to contain a gun(that’s a bluprint), and when the character opens the crate, the gun should spawn in his hands/inventory. You could do that by spawning the bluprint from a path in code, but that solution is pretty rigid. The other solution is to make an array of TSubclassOf<> variables that’s a UProperty of the ACrate actor and make it editable in the editor. Now the level designer can set the variable to any type that he wants and in code you can iterate over the array, and just spawn the actors from there.
tl;dr
Paths for blueprints to be spawned should commonly flow from things set in editor.