How to call enum key from a TMap?

I can’t figure out how to spawn an actor by it’s enum key in TMap (the last line of code). Here’s my setup:

// IN .H FILE
//Enum keys to be exposed in blueprint
UENUM(BlueprintType)
namespace EObjectType
{
	enum Type
	{
		STATIC	UMETA(DisplayName = "Static Object"),
		MOVABLE 	UMETA(DisplayName = "Movable Object"),
            // More types
	};
}

// Struct to assign object type to an actor in editor
USTRUCT(BlueprintType)
struct FObjectActor
{
	GENERATED_USTRUCT_BODY()

	// Type of the game object
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Game Object Types")
	TEnumAsByte<EObjectType::Type> ObjectType;

	// The blueprint for a game object
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Game Object Types")
	TSubclassOf<class AActor> ObjectActor;
};

        // I create an array that will hold all the Object Actors
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Game Object Types")
	TArray<FObjectActor> ObjectActors;

        // I create a TMap which will assign object actors to object types
	UPROPERTY()
	TMap<TEnumAsByte<EObjectType::Type>, TSubclassOf<class AActor>> ObjectLibrary;

        // IN .CPP FILE
        // I copy items from ObjectActors array into the TMap
        for (int i = 0; i < ObjectActors.Num(); i++) {
		if (!ObjectLibrary.Contains(ObjectActors[i].ObjectType)) {
			ObjectLibrary.Add(ObjectActors[i].ObjectType, ObjectActors[i].ObjectActor);
		}
	}

        // Now I need to spawn the actor with enum key STATIC
        // Set the spawn parameters.
	FActorSpawnParameters SpawnParams;
	SpawnParams.Owner = this->GetOwner();
	SpawnParams.Instigator = NULL;

	SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
					
	// Spawn the actor
	AActor* NewObject = GetWorld()->SpawnActor<AActor>(ObjectLibrary?????????????, FVector(0, 0, 0), FRotator::ZeroRotator, SpawnParams);

The answer is *ObjectLibrary.Find(EObjectType::STATIC)