UInputMappingContext* variable init way ?

i want to initiate an UInputMappingContext* variable with an asset of the same type but i couldn’t find the c++ code to do it

static ConstructorHelpers::FObjectFinder mapping(TEXT(/Game/control.control));
UInputMappingContext* MappingContext = mapping.Object;
if (MappingContext != nullptr)
{
//ConstructorHelpers::ValidateObject(static_cast<UInputMappingContext*>(MappingContext), *mapping.GetFullName(), TEXT(/Game/control.control));
DefaultMappingContext = MappingContext;
}

this is the code i used