Spawning actor from Asset Registry

The class being returned is just a generic Blueprint class, and so you will need to get the actual asset class and then use the Spawn Actor from Class node. Below is a blueprint node that will get the actual class of the asset.

UFUNCTION(BlueprintCallable, Category = Loading)
static UClass* GetClassFromAssetData(const FAssetData& InAssetData);

UClass* URPGBlueprintLibrary::GetClassFromAssetData(const FAssetData& InAssetData)
{
FString ObjPath = InAssetData.ObjectPath.ToString().Append("_C");
return StaticLoadClass(UObject::StaticClass(), NULL, *ObjPath, NULL, LOAD_None, NULL);
}

PublicDependencyModuleNames.AddRange(
new string[] { “AssetRegistry”}
);

Modified From: