Short answer:
Update 2.0.2 has provided (partial) support to blueprint record (which is taken from library directly) in cursor. Please check it out.
If you are placing a REAL blueprint item (which takes up 1 slot in inventory), it should work even if in older versions.
Long answer:
I guess you are not holding a blueprint item, but a blueprint record (directly from blueprint library).
The most noticeable difference is the former occupies a inventory slot in character backpack, but the later takes a toolbar slot only.
Both are called "blueprint", but these two things are actually handled quite differently in game...
This was actually a problem since day 1 of this mod. (Which was at game version 1.1.x.)
By 1.1 game API, blueprint record is not accessible at all, not to say reading contents inside. There was no real way to know if it is a blueprint or an empty stack. So skipping that was the only way.
I have just checked 2.0 game API, it has the new cursor_record
in LuaPlayer prototype. This allows accessing when a blueprint record is held in cursor, so I can finally put this to the support list.
However, it has a very complicated structure, where I cannot find an easy way to see the current selected blueprint if it is actually a blueprint book...
So now I have applied only "partial" support to blueprint record, in the sense that it is a blueprint but not blueprint book (yet).
I do not have special code regarding deconstruction planner and upgrade planner, so currently they are treated as regular items. I may look into how to reorganize the whole set of options in a better way.
I do not (yet) own Space Age DLC, so I cannot tell whether it will work in Remote view or not. But I guess in Remote view, items are treated as ghosts or blueprint records. This update 2.0.2 may have solved if the cursor is a blueprint record.