For this I would usually use SpawnActorDeferred followed by FinishSpawningActor after setting the property values.
UWorld* World = GetWorld();
if( World )
{
AMyActor* NewActor = World->SpawnActorDeferred<AMyActor>(
MyActorClass, FTransform::Identity, nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
// initialize NewActor...
UGameplayStatics::FinishSpawningActor(NewActor, SpawnTransform);
}
The actor isn’t actually constructed until the FinishSpawningActor call so don’t forget that part!