Set Reference to Blueprint Contained in a .pak

I suspect that this is a very simple question with an obvious answer, however all the searching I’ve done seems to only turn up questions regarding streaming .paks, or setting up http servers or whatnot. Anyway, I’d just like to know how to reference an asset contained in a .pak from C++. I’m asking this because I like many other people have references set up like so:

static ConstructorHelpers::FObjectFinder<UBlueprint> PlayerPawnObject(TEXT("Blueprint'/Game/Blueprints/Player/<BP_NAME>.<BP_NAME>'"));

However the shipping .exe is obviously unable to find such a reference as it is now contained in a .pak. I’ve already been over the FPakFile reference and I haven’t been able to find anything particularly useful as I’m very new to packaging in UE4. Any help in this (hopefully) simple problem would be greatly appreciated!