For the people reading this in the future, I’d like to mention that hard coding assets into a system is never a good idea in my book (apart from a few exceptions). Your system becomes a lot more rigid. If you do this, you can’t really have different blood splatter effects for different enemies for example. You’ll also have to watch out not to move the asset, or if you do, you’ll have to update the code manually.
A much better solution would be to just mark the variable as editable via a UPROPERTY. It will show up in the editor, where you can assign the desired particle. If you have different enemies in the game, you can now easily give them different effects as well.
I had the same issue trying to use FObjectFinder for a UParticleSystem. Turns out it was a case of bad template error messages. It was just undefined. I was just missing an include. I added the include for ParticleSystem as mentioned in this thread and it then compiled just fine.