They do, but that’s bound to change.
I went ahead and corrected the wiki articles I could find that still directly refer to UBlueprint GeneratedClasses. That only leaves the forums, hopefully people will catch on and stop repeating this approach before it gets deprecated in a breaking fashion.
As far as I can tell, it was never necessary. It gets ignored with barely a warning, it’s only there if you want to identify your asset type at a glance from its path.
Also, for classes, there is a separate constructor helper which can help in returning strongly typed subclasses:
static ConstructorHelpers::FClassFinder<AMyBlueprintBase> MyBlueprintClass(TEXT("/Game/Path/To/MyBlueprint.MyBlueprint_C"));
if (MyBlueprintClass.Class)
{
MyCharacterReference = MyBlueprintClass.Class;
}
Both approaches work equally anyhow.