# Making an instance of a class object

**URL:** <https://forums.unrealengine.com/t/making-an-instance-of-a-class-object/307255>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [February 17, 2015, 9:38pm UTC](https://forums.unrealengine.com/t/making-an-instance-of-a-class-object/307255 "2015-02-17T21:38:36Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![spectralcanine\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@spectralcanine\_1](https://forums.unrealengine.com/u/spectralcanine_1)\
**Post date:** [February 17, 2015, 9:38pm UTC](https://forums.unrealengine.com/t/making-an-instance-of-a-class-object/307255/1 "2015-02-17T21:38:36Z")

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Is there a way to create instances of a class object with Blueprint?  
If not, what’s even the point of exposing them…

I am trying to make a configurable light blueprint, that takes a light class, and in the construction script creates an actual light out of it (in addition to other things).  
I can’t find any function even remotely related to creating objects from a class, just the predefined things in “Add Component” which don’t allow any class configuration.

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**Author:** ![zompi2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zompi2/32/937524_2.png) [@zompi2](https://forums.unrealengine.com/u/zompi2)\
**Post date:** [February 17, 2015, 9:46pm UTC](https://forums.unrealengine.com/t/making-an-instance-of-a-class-object/307255/2 "2015-02-17T21:46:18Z")

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You can write a BP function that creates an instance of an UObject and place it into the world:

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Or you can make Your class an Actor and spawn it on the level.

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**Author:** ![Jacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jacky/32/918690_2.png) [@Jacky](https://forums.unrealengine.com/u/Jacky)\
**Post date:** [February 17, 2015, 9:51pm UTC](https://forums.unrealengine.com/t/making-an-instance-of-a-class-object/307255/3 "2015-02-17T21:51:42Z")

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Add ChildActorComponent is what you are looking for i suppose.

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**Author:** ![spectralcanine\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@spectralcanine\_1](https://forums.unrealengine.com/u/spectralcanine_1)\
**Post date:** [February 17, 2015, 10:18pm UTC](https://forums.unrealengine.com/t/making-an-instance-of-a-class-object/307255/4 "2015-02-17T22:18:53Z")

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That looks like the closest thing, yet it still doesn’t support an arbitrary class.  
I want to be able to select the class in the level editor, and derive the created component from that class.  
So if I have a couple of different light presets, I could select which one I want, and not have to make a new BP for each one.

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**Author:** ![J0L33](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@J0L33](https://forums.unrealengine.com/u/J0L33)\
**Post date:** [September 15, 2015, 12:20pm UTC](https://forums.unrealengine.com/t/making-an-instance-of-a-class-object/307255/5 "2015-09-15T12:20:36Z")

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Unreal 4.9 Has an innate way to do this “Construct” | “Construct Object from Class” blue print node

> **[What's New](https://docs.unrealengine.com/5.1/en-US/whats-new/)**
>
> Information about new features in each release of Unreal Engine
