# (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 369

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**Author:** ![Zeustiak](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zeustiak](https://forums.unrealengine.com/u/Zeustiak)\
**Post date:** [October 30, 2014, 8:17am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/369 "2014-10-30T08:17:40Z")

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> [@;171636](#):
>
> Can you explain a bit more what you need and also any applicable C++ code / some kind of starting point?
> 
> Congrats on your awesome Map Generator progress!

Thanks! 🙂

Basically you created the Spawn Actor Into Level node that lets you specify which level an actor gets spawned into. The same functionality is also needed for the “Add StaticMesh” and “Add Instance” nodes.

I use “Add StaticMesh” to add a mesh to the world, then I use it’s return value to set an InstancedStaticMeshComponent variable which I then later feed into “Add Instance”.

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