Mass Representation -> Actor Spawning

how to initialize the existing mass representation processor to spawn requested actors ?…



void UControlProcessor::Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context){// Einfacher Zugriff - sucht nach ANY Subsystem, das das Interface implementiertUWorld* World = GetWorld();USceneBase* SceneBase = ULUtility::GetWorldSubsystem(World);if (SceneBase == nullptr)return;


uint32 CurrentSystemID = SceneBase->GetSystemId();
if (CurrentSystemID == 0)
    return;

LastSystemID = CurrentSystemID;
EntityQuery.ForEachEntityChunk(Context, [SceneBase, CurrentSystemID](FMassExecutionContext& Context)
{
    const int32 NumEntities = Context.GetNumEntities();
    const TArrayView<FMassRepresentationLODFragment> PresentationLODFrags = Context.GetMutableFragmentView<FMassRepresentationLODFragment>();
    const TArrayView<FMassRepresentationFragment> PresentationFrags = Context.GetMutableFragmentView<FMassRepresentationFragment>();
    const TArrayView<const FSimulationFragment> SimulationFrags = Context.GetFragmentView<FSimulationFragment>();
    const TArrayView<const FTransformFragment> TransformFrags = Context.GetFragmentView<FTransformFragment>();

    for (int32 i = 0; i < NumEntities; ++i)
    {
        FMassRepresentationLODFragment& LodFragmen = PresentationLODFrags[i];
        FMassRepresentationFragment&    VisualFrag = PresentationFrags[i];

        const FSimulationFragment&      Simulation = SimulationFrags[i];
        const FTransformFragment&       Transform  = TransformFrags[i];
        const FMassEntityHandle&        Entity = Context.GetEntity(i);

        if (Simulation.SystemID == CurrentSystemID && LodFragmen.LOD != EMassLOD::High)
        {
            LodFragmen.LOD = EMassLOD::High;
            LodFragmen.Visibility = EMassVisibility::CanBeSeen;
            LodFragmen.LODSignificance = 0;

            VisualFrag.HighResTemplateActorIndex = SceneBase->RetrieveActorIndex(Entity, Simulation.ID, Simulation.TypeID);
            VisualFrag.LowResTemplateActorIndex = SceneBase->RetrieveActorIndex(Entity, Simulation.ID, Simulation.TypeID);
            VisualFrag.PrevTransform = Transform.GetTransform();
        }
        
        if (Simulation.SystemID != CurrentSystemID && LodFragmen.LOD == EMassLOD::High)
        {
            LodFragmen.LOD = EMassLOD::Off;
            VisualFrag.HighResTemplateActorIndex =  -1;
            VisualFrag.LowResTemplateActorIndex = -1;
            VisualFrag.PrevTransform = Transform.GetTransform();
        }

        int32 xxx = 0;
    }
});
}


how to enable the build in UMassRepresentationProcessor, properly
which fragments do i have to register on my archtype?
a minimalistic, working example would be great