First of all TSubclassOf is template which just limits selection in editor (and i think in C++ too) to specific class relation, what you dealing here is UClass class, so all functions you can find in API refrence of UClass:
UClass class is part of reflection system when engine is starting one of things it does at begining is creating map o itself by creating UClass, UStruct, UProperty etc all UField’s objects containing information about code structure so engine can see how it is build, it like looking on mirror thats why it’s called reflection system.
EDIT whoops i misundersttod a quastion ^^’
Now, I want to get a derived class
from UVehicleWheel, let’s say it is
UMyVehicleWheel, and access a method
(function) within it. But how?
You can’t, because you got UClass here, you need first spawn object of that class and then you can access code of it, optionaly you could try to get CDO (Class Default Object) to read default properties values, you can get it with this method:
But you should only use that for that, engine use CDO to spawn new objects if you modify anything in to it the new objects will be spawn as modified and objects spawning in general might start to act wierd. So read only here.
Now i assume you also dont know how to cast, if you want to change type of varable you cast like this
UVehicleWheel* YYY;
UMyVehicleWheel* XXX = Cast<UMyVehicleWheel>(YYY);
And this is only for UObjects and UE4, nativly in C and C++ you cast this way
UVehicleWheel* YYY;
UMyVehicleWheel* XXX = (UMyVehicleWheel*)YYY;
This will work too but it unsave if YYY wont be UMyVehicleWheel then you gonna have crash you would need to check if it really that class first, Cast function do that check for you and if it not right class it will return null so it’s safer and less ugly
But again you need object of a class first UClass is just class identifier