class object
APickupWeapon* NewWeaponItem = GetWorld()->SpawnActorDeferred<APickupWeapon>(PickupWeapon, SpawnLocation, nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
if (IsValid(NewWeaponItem))
{
// adding items to the array
ItemObjects.Add(NewWeaponItem);
}
object component is accessed by ItemGroupRef
while spawning the actor group contains all the containers for the objects to be placed dynamically