Trouble populating and spawning from Subclass Array

Hey, I tried to replicate your problem and found a possible solution, but using a UObjectLibrary instead, which works wonderfully with generated BPs.

I pretty much stole it from this thread : Loading Blueprints with ObjectLibrary - Programming & Scripting - Unreal Engine Forums

I did something like this and it works :

auto ItemLibrary = UObjectLibrary::CreateLibrary(AEnemy::StaticClass(), true, GIsEditor);
		ItemLibrary->AddToRoot();
		ItemLibrary->LoadBlueprintsFromPath(TEXT("/Game/Blueprints/Enemies"));

		TArray<UBlueprintGeneratedClass *> ClassesArray;
		ItemLibrary->GetObjects<UBlueprintGeneratedClass>(ClassesArray);

		for (int32 i = 0; i < ClassesArray.Num(); ++i)
		{
			UBlueprintGeneratedClass * BlueprintClass = ClassesArray[i];
			UE_LOG(LogTemp, Warning, TEXT("UBP generated %s"), *BlueprintClass->GetName());

			AEnemy* NewEnemy = GetWorld()->SpawnActor<AEnemy>(BlueprintClass);
			if (NewEnemy) {
							UE_LOG(LogTemp, Warning, TEXT("Actor Spawned"));
						}
		}

Hope it helps. :wink: