Spawn blueprint actor from c++ in packaged game

Okay, so at least we know the blueprint class is working fine. Those outputs are correct - the first is the name of the class, the second is the name of the object, which defaults to class name plus number suffix if not specified.

So your actor is actually being spawned fine, it’s just not visible. Most likely explanation - maybe it’s your mesh that isn’t getting cooked? Have you added that to the extra paths too, or referenced it elsewhere? By the way, if you disable pak file use in packaging settings, then you can examine the content folder of the packaged output and see for yourself which assets made it in.

I’d recommend against manually referencing things in general, it’s just too brittle. Best is to use TSubclassOf properties on your classes, which you set from within the editor to the desired blueprint, rather than specifying the blueprint from its path in C++. That way the blueprint is referenced and the cooker can automatically include anything that it references. Another approach is to use object libraries (right click in content browser, Miscellaneous), and then you only need to add the path to the object library asset(s) to “Additional assets to cook”.