For anyone interested in this:
First declare a Member variable of the Object to Load for Example:
UObject ObjectToSpawn = nullptr;
On a “Initialize function” (for example BeginPlay) create a SoftObjectPtr:
TSoftObjectPtr SoftObjectPtr(FSoftObjectPath(TEXT(“PathToTheObject”)))
ObjectToSpawn = SoftObjectPtr.LoadSynchronous();
Then “SpawnActor<>” based on your Logic, the Actor is already Initialized.
Also this Spawns Multiple instances without having to revisit the Blueprint on every iteration.