Variables referencing level actors not content browser actors.

So I’ve made the structure of my character’s equipment slots, but I can’t find a way to make the variables use an actor from the Content Browser and not the level itself. Does anyone know how to fix this?

USTRUCT(BlueprintType)
struct FEquipment_Slots
{
	GENERATED_BODY()

	// Accessories
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
	ANecklaceAccessory* NecklaceAccessory;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
	ARingAccessory* RingAccessory1;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
	ARingAccessory* RingAccessory2;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
	ATrinketAccessory* TrinketAccessory1;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
	ATrinketAccessory* TrinketAccessory2;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
	ARelicAccessory* RelicAccessory;

	// Armor
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	AHelmetArmor* HelmetArmor; // Hittable Armor

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	AShoulderArmor* ShoulderArmor; // Hittable Armor

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	ACloakArmor* CloakArmor;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	AChestArmor* ChestArmor; // 

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	AWristArmor* WristArmor;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	AHandArmor* HandArmor; // 

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	AWaistArmor* WaistArmor;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	ALegsArmor* LegsArmor; // 

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
	AFootArmor* FootArmor;

	// Weapons
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
	AWeapon* Weapon_MH;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
	AOffHandAccessory* OffHand_OH;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
	AShieldArmor* Shield_OH;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
	AWeaponMelee* Weapon_OH;
};


There is no such thing as an Actor instance in Content Browser. The Actor Blueprints in the content browser are the equivalent to classes.

If you want to reference a blueprint your property should be either a TSubclassOf< ASomeBaseClass > or TSoftClassPtr< ASomeBaseClass >.

You can use that class to spawn an Actor that you could assign to an instance property like you currently have.