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Finding UBlueprint Assets on Packaged Dedicated Server

I have a dedicated server setup running from "DebugGame Server executable", and I have this code, where I would like to access a blueprint by its path name, so that I can access its TSubclassOf property.

 FString WeaponPath = "/Game/Weapons/Blueprint/Attachments/MyAwesomeWeapon"
 
 UBlueprint* WeaponBlueprint = Cast<UBlueprint>(StaticLoadObject(UObject::StaticClass(), NULL, *WeaponPath));
 
     if (WeaponBlueprint)
     {
         AMyAwesomeWeapon* WeaponObject = Cast<AMyAwesomeWeapon>(WeaponBlueprint->GeneratedClass->ClassDefaultObject);
 
         if (WeaponObject)
         {
             TSubclassOf<class AMyAwesomeWeapon> WeaponClass = WeaponObject->GetClass();
             


When I run this code on the clients, I can find "MyAwesomeWeapon" blueprint. But when I run this code on the dedicated server, the UBlueprint object returns NULL. So it seems that blueprints assets are not on the dedicated server??

How would I access UBlueprint Objects on Dedicated Servers?

If it helps, I packaged my dedicated server using "DebugGame Server" mode

Product Version: UE 4.15
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asked Mar 28 '17 at 06:39 PM in C++ Programming

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