Asset reference variables in details

UCLASS(Blueprintable)
class ------_API UTalent : public UObject  
...  
UCLASS()
class ------_API UTalentActive : public UTalent

...

UCLASS(Blueprintable, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class ------_API USheetTalents : public UActorComponent
...
UPROPERTY(EditAnywhere, BlueprintReadOnly)
	TArray<class UTalentActive*> ActiveTalents;

59033-bp.png

RedFlower is a blueprint deriving from UTalentActive, which derives from UTalent. I am trying to add it to the array ActiveTalents in the SheetTalents component of an actor, through the editor (the same way you could add a ParticleSystem asset to a ParticleSystemComponent as the template). For some reason, I can’t; I get a red dotted box around the variable when I try drag-in-dropping it in, and can’t select it in the drop-down menu. Is there something I’m missing? I have tried a non-array variable and making a non-const TalentActive.

EDIT: Realized that RedFlower is a class, not an instance; which means the variable needs to be TSubClassOf, not UTalentActive*. I cannot seem to find a way of making an instance of it or TalentActive. Is there a way?

Yes, NewObject(UClassName::StaticClass());

I meant as an asset.