Paper2d unable to see sprite after spawn in code

I am unable to see in the game spawned actors with paper 2d sprites when they are spawned, if I eject out of the game and edit properties the property suddenly shows. I’ve attempted to try and edit properties post spawning. All of the properties are initialised in a blueprint.

Before editing a property when actor is spawned.

After editing a property when actor is spawned.

This is the code that spawns it - apologies for it being messy I’ve been trying this for several hours…

Defaults

	PrimaryActorTick.bCanEverTick = true;

	SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
	SetRootComponent(SceneComponent);

	paperSprite = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("PaperSprite"));
	paperSprite->SetupAttachment(GetRootComponent());
	paperSprite->RegisterComponent();

Asteroid Spawner.

void AAsteroidSpawner::SpawnAsteroid()
{
	FVector spawnLoc = FVector(0,0,0);
	FRotator spawnRot = FRotator(0,0,0);
	FActorSpawnParameters params = FActorSpawnParameters();
	params.bDeferConstruction = false;
	params.Owner = this;

	AAsteroid* asteroid = GetWorld()->SpawnActor<AAsteroid>(AsteroidClass, spawnLoc, spawnRot, params);
	//asteroid->paperSprite->SetSprite(AsteroidClass->sprite);
	asteroid->UpdateComponentTransforms();
}

So I’ve managed to get this somewhat working, by setting the sprite, after spawning the object. However still if I spawn wanting to use my default values I come up with the same issues.

Yeah! The same problem was happened with me last time when I used this software. I really don’t have much knowledge to operate this software fully and feel helpless at the moment when this problem occurred. But after seeing that you’ve shared this Facebook profile Edubirdie article then I realize that good and helpful people are still there and we just need an eye to see them.