Spawned actor from blueprint ignoring mesh

Hello all!

I need to spawn a blueprint actor from my c++ code. I was using the regular UWorld::SpawActor, and it was working fine. Now, i need do set some parameters before the begin play start my blueprint stuff, so i change my spawn to use the SpawnActorDeferred. This solved my first problem but made another one, there is a mesh in my actor that is not displayed anymore, everything else works but the mesh is not there. Anyone have a clue why?

Thanks in advance!

Did you call Actor->FinishSpawning ? also some more context, like the mesh, if the mesh was updated before calling FinishSpawning, etc.

Yes, i did. I’m not sure about the mesh, i added a static mesh component when i created the blueprint.

Did you set a new static mesh reference to your StaticMeshComponent?

I did it now, but it still doesn’t show up.

I got it! I was missing a parameter on the FinishSpawning. I was doing just MyActor->FinishSpawning(actualTransfor); now i added the bIsDefaultTransform and it’s working!! Thank you for the support guys!