UE4 why is it when I try to spawn an actor that is made in C++ it doesn't spawn?

I can spawn things that are made from blueprints, but I have something that needs code that doesn’t spawn.

I know that the code to spawn it has been called, but I put a UE_LOG in BeginPlay()
and a Print String in the blueprint.

This is what I use:

FActorSpawnParameters spawnParams1;
			FVector loc = FVector(llocx, llocy, 0);
			norot = FRotator(0, 270, 90);
			AActor* SpawnActorRef = GetWorld()->SpawnActor<AActor>(compActor, loc, norot, spawnParams1);
			if (SpawnActorRef) {
				
				compRef.Add(SpawnActorRef);
			}

Are you spawning an actual “AActor” Unreal base class? I’m guessing that would be invisible or not even spawn if it had no root component…

Can leave off the last 2 optional parameters as well. Random spawn actor code snippet from our code which definitely works. This is a unique actor spawed in GameMode BeginPlay().

_soundEffectManager = GetWorld()->SpawnActor<ASoundEffectManager>(FVector(0,0,500), FRotator::ZeroRotator);

It is an actor and it has a USceneComponent as a root

I tried your last suggestion and it didn’t work. What If I make an instance of my actor in the class I want it to be created by. I only need one of this anyway. How would I do this?

Can you drag the C++ actor from the content browser into the map? Then play and it shows up correctly? That would ensure your actor code is valid.

I tried adding it to the map in both C++ and blueprint I can’t get an AActor pointer from it.

I think I can just put this in my player pawn. If only I knew how to edit a texture for it.