Run EditorUtilityBlueprint on Editor Launch?!

Hello, I have an EditorUtilityObjectBlueprint that can execute some code in editor. But to Run the Blueprint I either have to right click run on it, or put a script into DefaultEditorPerProjectUserSettings.ini
I dont want that because I want to provide an editor plugin for users.

So how can I start my plugin in c++ so it executes the EditorUtilityObjectBlueprint on object start?
(btw I know c++ ~0.01%)