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?
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!