Blueprint to C++ and Engine Freezing?

That looks correct.
I think you’re over complicating this function, try this simple approch

    TArray<FTransform> Available;
	ItemGroupRef->GetAllTransforms(Available);
	FCustomThunkTemplates::Array_Shuffle(Available);
	for(int32 i = 0; i < ItemsIDArr.Num(); i++)
	{
		const FTransform& SpawnLocation = Available[i];
                //ItemsIDArr[i].Type 
               //ItemsIDArr[i].ID
		//Spawn here
	}
1 Like