So I made a UActorComponent in C++ and i added it to my ThirdPersonCharacterBP. Inside of Actor component I have this code:
FString Suffix;
FActorSpawnParameters SpawnPara;
SpawnPara.Owner = GetOwner();
FTransform xForm = UKismetMathLibrary::MakeTransform({ 0,0,0 }, { 0,0,0 }, { 1,1,1 });
auto FirstSpawn = GetWorld()->SpawnActor<AProceduralTallGrassField (AProceduralTallGrassField::StaticClass(), xForm, SpawnPara);
GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::Red, UKismetStringLibrary::BuildString_Object(Append, Prefix, SpawnPara.Owner, Suffix));
FirstSpawn->SpawnBPChilderns(ContentBPActors);
But when I launch standalone neither client I can’t see the actor in there world. The code above is in beginPlay for the actor component and the actor component is placed in the ThirdPersonCharacterBP which all client are currently.