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

This is where blueprints come in handy!
In blueprints, you can specify properties as “expose on spawn.”
Then, in the spawn actor blueprint node, if the class (or at least superclass) being spawned is known, any “expose on spawn” properties end up being exposed on that node.
Even if you’re a 100% C++ programmer, sometimes, taking advantage of what blueprints can do well, is worth it.

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