Blueprint Construction on C++


I created a generator Blueprint for creating random actors inside the map. It works well because i create the logic inside the ConstructionScript. Now im creating a custom Editor Menu for creating the same actor, it works well, the thing is that i dont know how to call the ConstructionScript from C++ or from Slate because the actor recieves the parameters well but the ConstructorScript not trigger until i change the actor itself

How can i manage it? Is there a way to reconstruct the actor or call the constructorScript or something?

Everything is should update in Editor not in Game


SOLVED: There is a method call RerunConstructionScripts inside Actor class that actual calls the ConstructionScript function