This seems related to the unresolved question we have about how to access information on an unspawned component (link in signature).
It seems at the moment that an object must be constructed first if you want to pull non-default variables from it.
Specifically for your item generation, have you considered using a factory style pattern? You pass in all the info for your data table generated loot drop, and it constructs and returns a reference to the correct object. Passing in the data as a struct would probably help to keep it tidy (pictured is just a single integer).
