So, you've constructed some custom UCLASS, intended for use inside UE4. We created one in the editor using blueprints in the previous recipe, but how do you instantiate them in C++? Objects in UE4 are reference-counted and memory-managed objects, so you should not allocate them directly using the C++ keyword new. Instead, you'll have to use a function called ConstructObject so that we can instantiate your UObject derivative.
ConstructObject doesn't just take the C++ class name of the object you are creating; it also requires a blueprint class derivative of the C++ class (a UClass* reference). A UClass* reference is just a pointer to a blueprint.
How do we instantiate an instance of a particular blueprint from the C++ code? C++ code does not, and should not, know concrete UCLASS names, since these names are created and...