How to instantiate a blueprint object from a C++ script?

This is a weird discussion…

UCLASS(BlueprintType, Blueprintable)
class MYGAME_API APlayingCard : public AActor {
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	FString MyStringInitInConstructor;

public:
	APlayingCard()
	{
		MyStringInitInConstructor = TEXT("This is string built from C++ constructor.");
	}
};

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TSubclassOf<APlayingCard> CardArchetype;
void AMyPlayerController::BeginPlay()
{
	if (CardArchetype.Get() && GetWorld())
	{

		FActorSpawnParameters SpawnParams;
		SpawnParams.bDeferConstruction = false;
		SpawnParams.Template = CardArchetype->GetDefaultObject<APlayingCard>();

		APlayingCard* MyCard =
			GetWorld()->SpawnActorAbsolute<APlayingCard>
			(
				CardArchetype,
				this->GetTransformComponent()->GetComponentTransform(),
				SpawnParams
			);

	}
}

BP_1

BP_2

BP_3

BP_5


I’m not sure I understood the struggle.
That’s the result of a Blueprint created from APlayingCard class, but with its own default values while spawned from C++.

@FatariGames is that what you’re trying to do?!