Packaged game crashes with a fatal error after trying to find blueprints to spawn via c++

Hello there,
I am spawning some blueprints via code which causes my problem here. Everything works finde in the preview, but the packaged game crashes. I think it has something to do with the way I am spawning the blueprints via c++.

For example:
.h

TSubclassOf<class AArrowTowerProjectile> ArrowTowerProjectileBP;
	AArrowTowerProjectile* Projectile = nullptr;

.cpp in the constructor

	static ConstructorHelpers::FObjectFinder<UBlueprint> ProjectileBP (TEXT("Blueprint'/Game/Blueprints/Tower/BP_ArrowTowerProjectile.BP_ArrowTowerProjectile'"));
	ArrowTowerProjectileBP = (UClass*)ProjectileBP.Object->GeneratedClass;

and then spawning it in some function in the cpp file

Projectile = World->SpawnActor<AArrowTowerProjectile>(ArrowTowerProjectileBP, this->GetActorLocation(), FRotator::ZeroRotator);

like I said it is working fine in the preview. I think this all has something to do with the path I am using to find the blueprints.
Tank you for your help

Edit:

[2015.06.30-23.41.09:867][  0]Error: CDO Constructor (ArrowTower): Failed to find Blueprint'/Game/Blueprints/Tower/BP_ArrowTowerProjectile.BP_ArrowTowerProjectile'

Is it possible that i need to use ObjectLibrary? Is it possible to set them up in BP and then use this to call my Blueprints via C++? Or do I have the same problem with the path then?

I solved the problem. But I think this isn’t the right way to go.

I set up some BlueprintEditable Pointers in my GameMode and assigned them in the Blueprints to my BlueprintFiles.