Selecting blueprint actor as a character's member variable

Thanks, that worked for selection but attachment part didn’t work but that’s a different issue.

// Equip Weapon
	const USkeletalMeshSocket* WeaponSocket = GetMesh()->GetSocketByName("WeaponSocket");
    if (WeaponSocket && EnemyWeapon)
    {
    	AMyWeaponBase* Weapon = Cast<AMyWeaponBase>(EnemyWeapon);
    	Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, "WeaponSocket");
    }