Hey @Dependo. I would suggest you use a different method for spawning an actor. You can use GetWorld()->SpawnActor(YourBlueprintClass, [optional transform, location, rotation, scale])
For the variable YourBlueprintClass
you can declare a variable in your .h file like:
UPROPERTY(EditAnywhere)
TSubclassOf<AActor> YourBlueprintClass; // Set up in the editor
// Instead of AActor you can use a more specific class if you want, as long as the blueprint inherits from it
Hope this helps!