Confusion as to how to asyncroniously load a class, then spawn it.

I’m trying to make it so you can click a button in a widget to spawn different actors. Curently, I’m storing a data asset variable in each button widget with a soft reference to the Blueprint class I want to spawn, along with its name and icon.

The problem is, async loading that soft reference doesn’t actually give me the correct class unless I cast to it, which would defeat the purpose. Obviously I don’t want to make hard references to every BP class I could possibly spawn (including their accompanying meshes, textures, etc.), but I don’t understand how else to get the correct class to spawn. Can this only be done in C++ or something?

Ok, nevermind. All I had to do was cast it from the Object class to the Actor class after async loading the soft class ptr, and it spawned just fine lol.

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