Templated actors aren’t an existing unreal thing.
You may want to watch some videos on pointers. A pointer is a tiny chunk of memory that points to another memory address. When you copy an AActor*, you’re copying that tiny chunk of memory, not what that tiny chunk of memory is pointing to.
A reference is an actual term very related to pointers, so you may want to look into that too. Though for unreal types, pointers are almost exclusively used.
Not sure what you mean by “worrying about it later,” but the latter of my suggested data types would do exactly that. You create some actor class to store data along with a physical transform, and then the spawner gets pointers to those actors. Same workflow as before, except you do need to manually select which actors you want to care about (though there are easy ways of skipping this step too).
The problem with that is that you can’t “respawn” an actor. Once you kill the actor, it’s dead. Actors don’t have a template state you can reload. You can create that kind of feature, but then you have a bunch of actors that are just hogging resources, and you have to plan around that feature in every actor you create.
If you have any hesitations, don’t hesitate to ask