You must define a TSubclass of the blueprint you want to spawn and add the EditDefaultsOnly UPROPERTY like this:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<myBlueprintBaseClass> my_BP_Class;
EditDefaultsOnly lets you pick the class in the editor. So If you do this and compile, then go back to the editor and you will see a slot select your actual blueprint class
then for spawning do this:
myBlueprintBaseClass* mySpawn = GetWorld().SpawnActor<myBlueprintBaseClass>(my_BP_Class,pos,rot,SpawnParams);
Good luck!
Dany