# Spawn Static Meshes declared in Editor

**URL:** <https://forums.unrealengine.com/t/spawn-static-meshes-declared-in-editor/410980>\
**Category:** Asset Creation\
**Tags:** spawnactor, unreal-engine, Array, question\
**Created:** [November 30, 2017, 12:25pm UTC](https://forums.unrealengine.com/t/spawn-static-meshes-declared-in-editor/410980 "2017-11-30T12:25:21Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Josai](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Josai](https://forums.unrealengine.com/u/Josai)\
**Post date:** [November 30, 2017, 12:25pm UTC](https://forums.unrealengine.com/t/spawn-static-meshes-declared-in-editor/410980/1 "2017-11-30T12:25:21Z")

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Hello,

I want to ask if there is a way to Spawn Static Meshes which I declare in the Editor in my Game. My Problem is that I want to have an array in my Editor where I can add the 61 Static Meshes and if the Player walks into a Trigger all of the Static Meshes should be spawned. I figuered out that I can’t write TArray for that because I can’t add a static Mesh into the StaticMeshComponent Array. I have to use TArray. But GetWorld()-\>SpawnActor(…) doesn’t work with those Static Meshes.

-Josai
