Spawning blueprint actor from c++

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!

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