Referencing blueprint object configured in editor

I have a map object, and many map generators.
a map has a reference to a single map generator as a UBlueprint* property in the base map class

the purpose is to allow the selection of the map generator from the editor.

The problem i’m having is that since the blueprints are not present outside the editor, i have no clue on how to spawn the class that i configured in it.
i can’t hardcode the class name and use classfinder (to use something like BlueprintName_C), because the map generator object can change when configuring the map in the editor.

using

ABaseMapGenerator* mapGen = GetWorld()->SpawnActor<ABaseMapGenerator>(mapGeneratorReference->GeneratedClass);

always results in null

any suggestions?