Reflection C++ UE4; How to get pointer to all blueprints in folder

For example: I have a folder with 100 tables.
I can get pointer manual

UDataTable* TestDataTable = Cast<UDataTable>(StaticLoadObject(UDataTable::StaticClass(), NULL, TEXT("DataTable'/Game/ThirdPerson/TableLocalGenerator.TableLocalGenerator'")));

And for each Table set pointer. But i want to have an array with all of it auto.

And second example:
I have some class AMyRunnerCharacter and child AMyRunnerCharacterChild. I create blueprint from child and dublicate it of 1000 times. How to get all child of AMyRunnerCharacter blueprints (for example if I want then spawn it randomly)

https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html

This is what you’re looking for.

@IanBreeg, Thank you, but I need a pointers in compile time, not in runtime. I want to get it all, then load all in runtime, than randomly render.

This may be what you are looking for link text , how to get blurprints in a folder, or those that are subclasses of one.

For me, this solution works while playing in the Editor, but playing a standalone game, or publishing it crashes.