Create the same actors, use a data table or better yet

@CorgiofLiu Think about your enemies:

  1. There is no point of making different classes if you have different Mesh, sound, FX, weapon… Look at Epic examples, they do one class, then change that on spawn from DT, or structure.
  2. You need different classes in case you have different functionality: I have 12 buildings, all child of Master Building. I have Townhall that spawns units, it is the only building that does it. SO the function is only there. I do not want to overload Master Building with all functions that I will have for all buildings and then turn it off/on based on the building name. Easier to work with different classes. But for units, they all have the same functions, find units, shoot units, consume food, die. They can be big, small, with pistol, with rifle, walk, run, fly… but all these functions are the same, different skeletal meshes, different weapon mashes, so I have one class Master Unit and 2 child, enemy and player unit. Player units has conroll functions and some more, Enemy unit doesn’t have it, but they do share some common functions as food consumption, death, shooting and many more.

So, think in front what is your approach here, and what you want to achieve.