How to use ConstructorHelpers::FObjectFinder and SpawnActor to spawn a blueprint

Here is some code that works for me:

			UPackage* package=FindPackage(NULL,*(asset.PackageName.ToString()));
			if(package) {
				bp=FindObject<UBlueprint>(package,*(asset.AssetName.ToString()),true);
				if(bp) {

					FWorldContext* world=GEngine->GetWorldContextFromGameViewport(GEngine->GameViewport);
					UWorld* World=world->World();

					FActorSpawnParameters SpawnParams;
					SpawnParams.Owner=nullptr;
					SpawnParams.SpawnCollisionHandlingOverride=ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
					SpawnParams.ObjectFlags=RF_Transient;
					SpawnParams.bTemporaryEditorActor=true;
					SpawnParams.bHideFromSceneOutliner=true;
					AActor* newActor=World->SpawnActor<AActor>(bp->GeneratedClass,FVector(0,0,0),FRotator(0,0,0),SpawnParams);

You’ll need the Spawn Params by the looks (and change to not being a temporary actor) - also the Package code to load the package and then do the FindObject in there…