So I found a solution:
The spawn point was set using TargetPoint
I did use EventTick for implementing my for loop → delay (which delayed the tick to every 2 seconds, as I put in the delay node) → spawnActorFromClass
Because the actor has a ProjectileMovementComponent, it would move in a coordinate direction without the help of the orange spawnTransform on the spawnActorFromClass (which was just set to the TargetPoint to place its spawn position)
Without the delay after the for loop, the Event Tick caused this to happen:

