if (World)
{
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = Instigator;
FVector SpawnLocation = GetActorLocation();
FRotator SpawnRotation(0, 0, 0);
AMeleeWeapon* thrownWeapon = World->SpawnActor<AMeleeWeapon>(BPMeleeWeapon, SpawnLocation, SpawnRotation, SpawnParams);
thrownWeapon->PickupWeaponState = EWeaponStateMelee::THROWN;
}