# Spawn blueprint based on name

**URL:** <https://forums.unrealengine.com/t/spawn-blueprint-based-on-name/331293>\
**Category:** Blueprint\
**Tags:** unreal-engine, CPP, Blueprint, question\
**Created:** [September 7, 2015, 2:37am UTC](https://forums.unrealengine.com/t/spawn-blueprint-based-on-name/331293 "2015-09-07T02:37:55Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![xulture](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/xulture/32/921486_2.png) [@xulture](https://forums.unrealengine.com/u/xulture)\
**Post date:** [September 7, 2015, 3:17am UTC](https://forums.unrealengine.com/t/spawn-blueprint-based-on-name/331293/3 "2015-09-07T03:17:35Z")

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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:

> **[Asynchronous Asset Loading](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/Assets/AsyncLoading/)**
>
> Methods for loading and unloading assets during runtime.

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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