For me it works kinda hacky but it WORKS (only on UE4.15 and above as far as I know tho). Enable “Editor Utility Blueprints” under experimental in your Engine Prefereces and restart editor. Make a Custom Event in the blueprint that you want to spawn from; click on the event and in the Details check Call in Editor. Now, you can’t feed the event input variables, those won’t show up; but it can get information from exposed variables. That event will show up in editor on an instanced blueprint on the bottom of the details panel as a button, neat. (as of 4.17 it is sorted by assigned category, also neat, I can group the button with its relevant variables)