Programmatically changing actor blueprint tabs through c++

I’ve been working with assets and CDO, so far…
With this line: AssetEditorSubsystem->OpenEditorForAsset(FoundBlueprint);
It opens the editor for an asset, but it opens the default tab “Event Graph”, is there a way to make it automatically switch to the Viewport? (if available)
Because when I set edited properties on CDO it doesn’t do nothing in the Actor Blueprint Viewport (doesn’t re-run construction script), I’ve tried everything.
Post edit change properties, Noticing a property has been modified, etc.
The only way to achieve this is closing and reopening programmatically the blueprint (that reflects c++ the edits), BUT, the default opened tab is the Event Graph instead of the viewport and it’s tedious every time to switch tab.