Hi!
Is it possible to spawn an actor deferred in Blueprints?
In C++ I do this:
AActor* SpawnedActor = GetWorld()->SpawnActorDeferred<AActor>(SpawnedActor, SpawnTransform);
Then, do something. And after that:
SpawnedActor ->FinishSpawning(SpawnTransform);
Thank you.
I think this is not possible in Blueprint.
Someone has suggested me to use a variable with Expose on Spawn enabled.
Auran131
(Auran13)
March 3, 2025, 9:50am
3
ive not tried but no reason you can just expose it to blueprints yourself?
what are you trying to achieve?
Hey there @ViaCognita ! From what I could tell that specific function isn’t exposed to BP, but you could expose it or make a custom node with it like Auran mentioned. Maybe just a little wrapper to make it a quick job.
Some resources on exposing C++ functions to BP:
2 Likes
Auran131
(Auran13)
March 5, 2025, 11:04am
5
you may need a custom K2Node though so it can detect the ExposeOnSpawn variables, otherwise you need a different wrapper function for every class
1 Like