C++ equivalent of Blueprint class reference

I’m trying to recreate some structs in C++, but I can’t seem to add a variable of an actor class(not object) through code. Currently I’m trying this: *markdown doesn’t seem to like <> within code brackets, substituting with [].

ItemDataStruct.h

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Item Data Struct")
TSubclassOf\[class AActor\] mPickupClass;
ItemDataStruct.cpp

FItemDataStruct::FItemDataStruct()
{
static ConstructorHelpers::FClassFinder\[AActor\] ClassFinder(TEXT("class'Engine.AActor'"));
mPickupClass = ClassFinder.Class;
}

Now if I compare this struct to the blueprint version I have, in the c++ struct I still get an object reference. Not what I’m looking for.

50490-snapshot9.png

As a side note, in the First Person Shooter C++ template there’s this code

ProjectGameMode.cpp

static ConstructorHelpers::FClassFinder[APawn] PlayerPawnClassFinder(TEXT("/Game/FirstPerson/Blueprints/FirstPersonCharacter"));  
DefaultPawnClass = PlayerPawnClassFinder.Class;

If I make a variable identical to DefaultPawnClass, it won’t even show up in the editor. Perhaps I have a fundamental misunderstanding of how this works, but I don’t know what causes that issue.

Is your struct properly marked up with the appropriate USTRUCT() macros? You can get rid of that class finder code, as that is the same as AActor::StaticClass() and is also not needed. For instance:

USTRUCT()
struct FMyCoolStruct
{
public:
	GENERATED_USTRUCT_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=SomeCat)
	TSubclassOf<class AActor>  MyClassType;

};

Yes, here’s a snippet of the struct.

FItemDataStruct.h

USTRUCT(BlueprintType)
struct FItemDataStruct
{
	GENERATED_USTRUCT_BODY()
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Item Data Struct")
	TSubclassOf[class AActor] mPickupClass;
	FItemDataStruct();
};

After coming back to this problem a few days later, my problem has been solved. I’m assuming that it was because I wasn’t pressing compile in the editor after restarting. Anyway, I’m marking this as solved, thanks for the help.