Spawn blueprint based on name

Build your client-server solution in a way to make use of FStringAssetReference

Server can handle these as strings.

On the client side, create AssetLoader as singleton or somewhere in your GameInstance (because there is only one per running game).

When client receives this string, get AssetLoader to load relevant asset. After that you can use it like any other asset. (eg you can spawn it as an actor in required location)

More info: