It’s a good practice to break things like that into their own classes - have a base class as something like “BP_Perk_Base” and then subclass off that with “BP_Perk_1” etc.
Then you can Spawn with “BP_Perk_1”.
It also has the benefit of being able to have a list or array of “BP_Perk_Base” and each of your subclassed perks can be stored in there, and you can call it’s methods as the specific Perk you Spawned it as.