Procedurally spawning a group of actors

Imagine you have a parent actor with a few child actors attached to it as instances in UEFN. What is the best practice to spawn copies of these actors (with identical relative transforms but random locations/rotations of the parent actors) in Verse? I couldn’t find a way to attach actors to a parent actor. Is there a better way than recomputing global positions?

Sounds like a task for scene graph that just released, it has a hierarchical entity system that you can use through verse to add descendants to entities or dynamically spawn entities. I recommend reading through the Verse.Digest, SceneGraph is at the top.

Thanks, I had a look at it but I couldn’t find a way to add standard UEFN prop items (FortPlaysetPropItemDefinition, FortTrapItemDefinition, etc.) to prefabs/entities. Entities support static meshes, light components and of course custom mesh components. I should have specified: I’m looking for a way to procedurally place existing UEFN assets to speed up development.

Ah in that case you can make an editable library in your device using editable creative_prop_asset, and you can use SpawnProp to spawn those in. However the limitation for this is you cannot set them up hierarchically or parent them.