How to spawn a custom blueprint pawn from c++

as I will add many more ship in future I don’t think load them all is a good idea but thanks, I now Use LoadObject instead of FindObject, fetching derectly the class in ship class and it’s start to be good I have now to rewrite some part of my BP to instantiate my materials on eventBeginPlay instead of BP constructor (as the constructor is call just before colour customisation).

but thanks to you for your reply :wink: