I cross-posted this in the Bug Reports section; copying Doug Wilson’s answer from there in case anyone else finds this.
Hey Leidyr-
If I understand correctly, your blueprint is a child of the class where you’re using FObjectFinder? Assuming this is the case, it appears you are running into a circular reference when the the blueprint’s constructor attempts to get a reference to the blueprint itself. The blueprint itself already has the functionality from the class it’s based on, so getting a specific reference to it should not be necessary. Depending on what you are trying to do with the blueprint reference you should be able to add a function to the class that the blueprint can call when necessary.
Cheers
Doug Wilson
And a little bit more information from me: I’d followed some older example code for setting up a C++ class with a child Blueprint that included the FObjectFinder code. However, I’ve confirmed that my class automatically has access to the child Blueprint’s variable settings (I declare a variable in the C++ class and actually set its value in the Blueprint configuration) so I don’t need that call at all.