Set editor blueprint asset component value?

Hi! I wanted to make an automated tool that would programmatically modify the value of a Component in many blueprints, my approach is to use Reflection in C++ to set a parameter to the SkeletalMeshComponent in an Actor blueprint, first I want to read the SkeletalMeshComponent. Here is my code.

void UFTBPFunctions::MyTestFunction(UObject* InAsset, FString SkeletonName)
{
	UBlueprint* Blueprint = Cast<UBlueprint>(InAsset);
	auto* AssetCDO = Blueprint->GeneratedClass->GetDefaultObject();

	for (TFieldIterator<FProperty> PropIt(AssetCDO->GetClass()); PropIt; ++PropIt)//bp property
	{
		FProperty* Property = *PropIt;
		UE_LOG(LogTemp, Warning, TEXT("Pro is: %s  %s"), *Property->GetName(), *Property->GetClass()->GetName());
		
			if (Property->GetName() == SkeletonName)
			{
				UE_LOG(LogTemp, Warning, TEXT("Found Sk"));
				FObjectProperty* SKPro = Cast<FObjectProperty>(Property);
				void* ValueAdd = SKPro->ContainerPtrToValuePtr<void>(AssetCDO);
				UObject* ActorComponent = SKPro->GetPropertyValue(ValueAdd);
				USkeletalMeshComponent* SKcast = Cast <USkeletalMeshComponent>(ActorComponent);
				UE_LOG(LogTemp, Warning, TEXT("SKObjet class is: %s"), *(SKcast->GetClass()->GetName()));
			}
	}
}

My problem is that my SKcast has always been NULlPTR, can anyone point out where my code problem is?