How do Class blueprints load?

How do class blueprint even load in game? I’m messing around trying to create a HUD, I used the custom blueprint HUD class and set a event for event receive draw HUD. Obviously this wont work unless that event is called. BUT I tried also adding in that class blueprint when the game starts event to print a string. It doesn’t print the string in game. I’m confused about how the blueprints load, it seems like only the pawn blueprint is loading because I can put it in the scene somewhere. But custom blueprints wont accept my player start or anything to physically put them in the scene. How do you load them?

Also how do I get a reference of the “Player Start” in the scene to effect the player.

Is there like a cheat sheet or something showing all the basics of blueprint, tips and tricks, what each color represents int, float, etc…?

I mainly just need to find out the workflow on referencing anything I want. But it seems like player start is all i really want. Because I want to reference the player when he spawns.

By the way I’m using the blank project with content enabled. Thanks!

Engine loads initiates core object needed for the game so you need to tell which classes he need to use.

You can set default classes in Edit-> Project Settings → General Settings

Use the spawn node.

You can just drag the BP into the level somewhere.

Call it from the Level Blueprint, or from another Blueprint Actor that has allready been loaded.

You can make a simple spawner by making a Blueprint extend the info class, and on it’s event graph off the Begin event, spawn what you want, and you can use the info actor’s location, so place it where you want in the level.