# \#spawnactor

**URL:** https://forums.unrealengine.com/tag/spawnactor/3714.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [Set sprite of a spawned Paper Sprite Actor](https://forums.unrealengine.com/t/set-sprite-of-a-spawned-paper-sprite-actor/341153)

<div class="topic-metadata">

**Author:** [@bruun91](https://forums.unrealengine.com/u/bruun91)\
**Replies:** 5\
**Last updated:** [July 25, 2024, 10:31am UTC](https://forums.unrealengine.com/t/set-sprite-of-a-spawned-paper-sprite-actor/341153 "2024-07-25T10:31:48Z")

</div>

I’m trying to make a breakout game for a school project. What i want to do is to spawn an actor from the blueprint, and then give it a sprite to show in the game. So what i’ve done is use the SpawnActor node to spawn the…

---

## [Spawn Actor - Not detecting collision correctly](https://forums.unrealengine.com/t/spawn-actor-not-detecting-collision-correctly/380967)

<div class="topic-metadata">

**Author:** [@ReckDev](https://forums.unrealengine.com/u/ReckDev)\
**Replies:** 4\
**Last updated:** [May 19, 2024, 9:42pm UTC](https://forums.unrealengine.com/t/spawn-actor-not-detecting-collision-correctly/380967 "2024-05-19T21:42:24Z")

</div>

I have been using Spawn Actor to spawn an actor at a random location inside a set area. All the spawning works fine but they were spawning and overlapping so I decided to use the “Collision Handling Override” on the Spaw…

---

## [The SpawnActor Mistery - A Paradox is Happening on My PC Right Now!](https://forums.unrealengine.com/t/the-spawnactor-mistery-a-paradox-is-happening-on-my-pc-right-now/830524)

<div class="topic-metadata">

**Author:** [@AtaruIsBack](https://forums.unrealengine.com/u/AtaruIsBack)\
**Replies:** 4\
**Last updated:** [March 30, 2023, 3:41pm UTC](https://forums.unrealengine.com/t/the-spawnactor-mistery-a-paradox-is-happening-on-my-pc-right-now/830524 "2023-03-30T15:41:29Z")

</div>

I’m trying to build a function in my Function Library that would spawn an Actor and set a bunch of parameters on it, but it seems the Spawn Actor From Class node is not available because it doesn’t appear in the nodes li…

---

## [SpawnActor warnings](https://forums.unrealengine.com/t/spawnactor-warnings/419587)

<div class="topic-metadata">

**Author:** [@sarchasm](https://forums.unrealengine.com/u/sarchasm)\
**Replies:** 3\
**Last updated:** [January 19, 2023, 2:00am UTC](https://forums.unrealengine.com/t/spawnactor-warnings/419587 "2023-01-19T02:00:17Z")

</div>

LogSpawn: Warning: SpawnActor failed because of collision at the spawn location \[X=314.731 Y=1027.937 Z=1277.334\] for \[bsBall\_Player\_C\] LogGameMode: Warning: SpawnDefaultPawnAtTransform: Couldn’t spawn Pawn of type bsBa…

---

## [Target not properly being registered by AI Turret](https://forums.unrealengine.com/t/target-not-properly-being-registered-by-ai-turret/485362)

<div class="topic-metadata">

**Author:** [@ThiCC\_BisCCuit](https://forums.unrealengine.com/u/ThiCC_BisCCuit)\
**Replies:** 2\
**Last updated:** [June 25, 2021, 6:24pm UTC](https://forums.unrealengine.com/t/target-not-properly-being-registered-by-ai-turret/485362 "2021-06-25T18:24:31Z")

</div>

I have a system where a turret will aim at an actor designated as “target.” With the originally placed target, the turrets will follow it. However if I spawn in a new “target” actor, the turrets do not follow it and inst…

---

## [C++ Spawning a blueprint](https://forums.unrealengine.com/t/c-spawning-a-blueprint/483587)

<div class="topic-metadata">

**Author:** [@JRascall](https://forums.unrealengine.com/u/JRascall)\
**Replies:** 3\
**Last updated:** [May 19, 2021, 9:03pm UTC](https://forums.unrealengine.com/t/c-spawning-a-blueprint/483587 "2021-05-19T21:03:27Z")

</div>

Hi all, I’ve switched to using unreal for my projects and have started learning the ins and outs. I’m trying to create a small multiplayer game to try it out and learn however I’ve ran into a issue I can’t seem to reso…

---

## [World Composition stuttering on load tiles](https://forums.unrealengine.com/t/world-composition-stuttering-on-load-tiles/483221)

<div class="topic-metadata">

**Author:** [@Maginken6](https://forums.unrealengine.com/u/Maginken6)\
**Replies:** 0\
**Last updated:** [May 11, 2021, 2:26pm UTC](https://forums.unrealengine.com/t/world-composition-stuttering-on-load-tiles/483221 "2021-05-11T14:26:25Z")

</div>

Hello, in these days I’m struggling a lot with world composition and loading tiles, in my level test there are only 2 little tiles, containing a bunch of mesh and some BP(like 3-4) and, when the tile try to load thanks t…

---

## [Problem with FObjectFinder Outside Constructor](https://forums.unrealengine.com/t/problem-with-fobjectfinder-outside-constructor/470466)

<div class="topic-metadata">

**Author:** [@ANLevant](https://forums.unrealengine.com/u/ANLevant)\
**Replies:** 3\
**Last updated:** [August 31, 2020, 6:36am UTC](https://forums.unrealengine.com/t/problem-with-fobjectfinder-outside-constructor/470466 "2020-08-31T06:36:42Z")

</div>

So this is my code: TSharedPtr\<FJsonObject\> JsonObject = MakeShareable(new FJsonObject()); TSharedRef\< TJsonReader\<\> \> JsonReader = TJsonReaderFactory\<\>::Create(\*response-\>GetContentAsString()); if (FJsonSerializer::…

---

## [パッケージ化したプロジェクトを実行すると、SpawnActorfromClassの処理でクラッシュしてしまう](https://forums.unrealengine.com/t/spawnactorfromclass/465153)

<div class="topic-metadata">

**Author:** [@kanio](https://forums.unrealengine.com/u/kanio)\
**Replies:** 8\
**Last updated:** [May 15, 2020, 11:01pm UTC](https://forums.unrealengine.com/t/spawnactorfromclass/465153 "2020-05-15T23:01:19Z")

</div>

パッケージ化したプロジェクトを実行すると、SpawnActorfromClassの処理を行っている箇所でクラッシュしてしまいます。 エディタのプレイインではクラッシュせず処理が実行されます。 パッケージ化のビルドでエラーは出ていません。 座標の指定方法（下図GetWorldLocationの部分）を色々変えてみたのですが、結果は変わらずクラッシュしてしまいます。 原因が分からなくて困っています。解決方法などがあればご教授頂けると…

---

## [SpawnActor failed because no class was specified 4.22](https://forums.unrealengine.com/t/spawnactor-failed-because-no-class-was-specified-4-22/454439)

<div class="topic-metadata">

**Author:** [@SteveDM](https://forums.unrealengine.com/u/SteveDM)\
**Replies:** 4\
**Last updated:** [September 2, 2019, 3:42pm UTC](https://forums.unrealengine.com/t/spawnactor-failed-because-no-class-was-specified-4-22/454439 "2019-09-02T15:42:59Z")

</div>

In attempting to create a C++ RTS game (loosely based on the brilliant 3ProngGaming’s blueprint only one on YouTube) and I’ve gotten completely stuck on it. I’ve created two new classes. A ConstructionManager class and…

---

## [Changing Blueprint Type in Spawn Actor from Class](https://forums.unrealengine.com/t/changing-blueprint-type-in-spawn-actor-from-class/452340)

<div class="topic-metadata">

**Author:** [@FishOmelette](https://forums.unrealengine.com/u/FishOmelette)\
**Replies:** 2\
**Last updated:** [July 18, 2019, 11:38am UTC](https://forums.unrealengine.com/t/changing-blueprint-type-in-spawn-actor-from-class/452340 "2019-07-18T11:38:00Z")

</div>

I am trying to spawn an equipment via a function. However, the blueprint type in which the Result Value node from the Spawn Actor from Class node is outputting is different from the blueprint type I want to set the eq…

---

## [SpawnActor only works when ejected](https://forums.unrealengine.com/t/spawnactor-only-works-when-ejected/451769)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_825e798f](https://forums.unrealengine.com/u/anonymous_user_825e798f)\
**Replies:** 1\
**Last updated:** [July 5, 2019, 8:54pm UTC](https://forums.unrealengine.com/t/spawnactor-only-works-when-ejected/451769 "2019-07-05T20:54:44Z")

</div>

So, I am trying to make infinite world generation. I have 3 room presets to spawn, but I am testing with one right now. I built the room, textured it, and made it a mesh. I put the mesh into an actor blueprint, did all o…

---

## [Calling SpawnActor() using GetSocketLocation() does not spawn the actor at the right location](https://forums.unrealengine.com/t/calling-spawnactor-using-getsocketlocation-does-not-spawn-the-actor-at-the-right-location/448408)

<div class="topic-metadata">

**Author:** [@chris-gong](https://forums.unrealengine.com/u/chris-gong)\
**Replies:** 8\
**Last updated:** [May 25, 2019, 1:36pm UTC](https://forums.unrealengine.com/t/calling-spawnactor-using-getsocketlocation-does-not-spawn-the-actor-at-the-right-location/448408 "2019-05-25T13:36:23Z")

</div>

Currently trying to spawn a projectile at gun’s static mesh’s muzzle socket location. However, it has resulted in the projectile being spawned at the player character’s foot like shown here …

---

## [Spawn even if colliding flag](https://forums.unrealengine.com/t/spawn-even-if-colliding-flag/305001)

<div class="topic-metadata">

**Author:** [@PenguinTD](https://forums.unrealengine.com/u/PenguinTD)\
**Replies:** 2\
**Last updated:** [April 3, 2019, 12:29am UTC](https://forums.unrealengine.com/t/spawn-even-if-colliding-flag/305001 "2019-04-03T00:29:39Z")

</div>

Here is my original investigation At the end of the thread I posted the files and line number to start tracing, and explain in above post why this flag is useless and should default to on for spawnActor node.(as of toda…

---

## [Unable to set Instigator /4.19](https://forums.unrealengine.com/t/unable-to-set-instigator-4-19/426513)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_97ee8d85](https://forums.unrealengine.com/u/anonymous_user_97ee8d85)\
**Replies:** 1\
**Last updated:** [September 18, 2018, 4:44pm UTC](https://forums.unrealengine.com/t/unable-to-set-instigator-4-19/426513 "2018-09-18T16:44:43Z")

</div>

Specifically, when I assign the Pawn to the SpawnParams on a “gun” object which then spawns projectiles, Instigator is null on the created projectile. I’m using a slightly modified version of the First Person Shooter tem…

---

## [I can't seem to find my blueprint class to use in spawnactor function?](https://forums.unrealengine.com/t/i-cant-seem-to-find-my-blueprint-class-to-use-in-spawnactor-function/432077)

<div class="topic-metadata">

**Author:** [@D3\_Entertainment](https://forums.unrealengine.com/u/D3_Entertainment)\
**Replies:** 4\
**Last updated:** [August 21, 2018, 2:06pm UTC](https://forums.unrealengine.com/t/i-cant-seem-to-find-my-blueprint-class-to-use-in-spawnactor-function/432077 "2018-08-21T14:06:33Z")

</div>

I’ve been working on an inventory system for my game for quite some time now. I finally got to the final step, which is to spawn my player’s inventory when starting the game, that way I can pick up items to use. However,…

---

## [C++ SpawnActor invisible till editor detail change](https://forums.unrealengine.com/t/c-spawnactor-invisible-till-editor-detail-change/430112)

<div class="topic-metadata">

**Author:** [@JustinVersus](https://forums.unrealengine.com/u/JustinVersus)\
**Replies:** 1\
**Last updated:** [July 24, 2018, 3:05am UTC](https://forums.unrealengine.com/t/c-spawnactor-invisible-till-editor-detail-change/430112 "2018-07-24T03:05:35Z")

</div>

Hi, I’m attempting to spawn actors in C++ with SpawnActor, it should be pretty simple, but for some reason any actor I spawn in begins invisible. The only way to get them to show is by going into the object in the world…

---

## [I want to spawn tagged AMyActor](https://forums.unrealengine.com/t/i-want-to-spawn-tagged-amyactor/428000)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_a97bad47](https://forums.unrealengine.com/u/anonymous_user_a97bad47)\
**Replies:** 1\
**Last updated:** [June 24, 2018, 2:17am UTC](https://forums.unrealengine.com/t/i-want-to-spawn-tagged-amyactor/428000 "2018-06-24T02:17:13Z")

</div>

void AMyActor::SpawnSample2() { for (TActorIterator It(GetWorld()); It; ++It) { AMyActor\* actor = \*It; if (actor-\>ActorHasTag(FName(“testtag”))) { GEngine-\>AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, TEXT(“tag …

---

## ["SpawnActor" return value is "None"](https://forums.unrealengine.com/t/spawnactor-return-value-is-none/423464)

<div class="topic-metadata">

**Author:** [@MrBigzer](https://forums.unrealengine.com/u/MrBigzer)\
**Replies:** 6\
**Last updated:** [April 25, 2018, 1:58pm UTC](https://forums.unrealengine.com/t/spawnactor-return-value-is-none/423464 "2018-04-25T13:58:41Z")

</div>

It looks like you are using the Return Value of the spawn in a different execution path. That isn’t a good idea, even when it does work. Try promoting the Return Value to a variable and using that wherever those Return V…

---

## [Blueprint only works with event tick or begin play](https://forums.unrealengine.com/t/blueprint-only-works-with-event-tick-or-begin-play/416694)

<div class="topic-metadata">

**Author:** [@sacboy01](https://forums.unrealengine.com/u/sacboy01)\
**Replies:** 2\
**Last updated:** [February 8, 2018, 3:21pm UTC](https://forums.unrealengine.com/t/blueprint-only-works-with-event-tick-or-begin-play/416694 "2018-02-08T15:21:26Z")

</div>

Hey everyone, first of all i need to say that i’m bad in english so please be indulgent. I’m a beginner in unreal engine blueprint scripting and i have a problem that i didn’t have some days ago. I have code that is us…

---

## [I'm having a problem with spawnactor not spawning with a projectile](https://forums.unrealengine.com/t/im-having-a-problem-with-spawnactor-not-spawning-with-a-projectile/415767)

<div class="topic-metadata">

**Author:** [@jrussbowman](https://forums.unrealengine.com/u/jrussbowman)\
**Replies:** 4\
**Last updated:** [January 29, 2018, 12:52am UTC](https://forums.unrealengine.com/t/im-having-a-problem-with-spawnactor-not-spawning-with-a-projectile/415767 "2018-01-29T00:52:51Z")

</div>

I’m using the FPS template. When I fire point blank range at the ground or at an object directly in front of me the projectile never spawns. This can be replicated by started a new FPS project. I’ve made some tweaks that…

---

## [Spawn Static Meshes declared in Editor](https://forums.unrealengine.com/t/spawn-static-meshes-declared-in-editor/410980)

<div class="topic-metadata">

**Author:** [@Josai](https://forums.unrealengine.com/u/Josai)\
**Replies:** 0\
**Last updated:** [November 30, 2017, 12:25pm UTC](https://forums.unrealengine.com/t/spawn-static-meshes-declared-in-editor/410980 "2017-11-30T12:25:21Z")

</div>

Hello, I want to ask if there is a way to Spawn Static Meshes which I declare in the Editor in my Game. My Problem is that I want to have an array in my Editor where I can add the 61 Static Meshes and if the Player walk…

---

## [Switching Possessed Actor for Movement](https://forums.unrealengine.com/t/switching-possessed-actor-for-movement/408095)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_e105d1911](https://forums.unrealengine.com/u/anonymous_user_e105d1911)\
**Replies:** 9\
**Last updated:** [October 30, 2017, 1:08pm UTC](https://forums.unrealengine.com/t/switching-possessed-actor-for-movement/408095 "2017-10-30T13:08:48Z")

</div>

Hey there. My Question is whether what I do make sense, because it feels like ugly programming. I believe there should be a better solution than what I arrived at. In my RTS game, I want to be able to move the camera …

---

## [GetActorLocation() fed to SpawnActor() not working](https://forums.unrealengine.com/t/getactorlocation-fed-to-spawnactor-not-working/345974)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_8b378836](https://forums.unrealengine.com/u/anonymous_user_8b378836)\
**Replies:** 8\
**Last updated:** [October 10, 2017, 1:45am UTC](https://forums.unrealengine.com/t/getactorlocation-fed-to-spawnactor-not-working/345974 "2017-10-10T01:45:47Z")

</div>

Hello all, So I’m trying to spawn a weapon actor when my character drops a weapon, so it looks like the weapon is being dropped. When I call SpawnActor and feed it a location like FVector(0,0,0), it spawns the actor at …

---

## [\[BP\] How to use SpawnActor from a class that's not in the game world](https://forums.unrealengine.com/t/bp-how-to-use-spawnactor-from-a-class-thats-not-in-the-game-world/404317)

<div class="topic-metadata">

**Author:** [@Victor\_Matos](https://forums.unrealengine.com/u/Victor_Matos)\
**Replies:** 3\
**Last updated:** [September 11, 2017, 9:21pm UTC](https://forums.unrealengine.com/t/bp-how-to-use-spawnactor-from-a-class-thats-not-in-the-game-world/404317 "2017-09-11T21:21:12Z")

</div>

Hey there UE4 pals! I have an code architecture question for BP. I’m currently working on mission system using data a table. I’m also deciding to spawn triggers for these missions from a table as well. So missions will …

---

## [SpawnActorDeferred not working as intended?](https://forums.unrealengine.com/t/spawnactordeferred-not-working-as-intended/403332)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_7e85bfbf](https://forums.unrealengine.com/u/anonymous_user_7e85bfbf)\
**Replies:** 2\
**Last updated:** [August 31, 2017, 3:50am UTC](https://forums.unrealengine.com/t/spawnactordeferred-not-working-as-intended/403332 "2017-08-31T03:50:48Z")

</div>

In one word SpawnActorDeferred is not deferring the constructor of actors. In the constructor of AMyActor, one section of code determines which static mesh MyActor should load according to class member (say) int MeshSty…

---

## [Remove or hide actor with widget component](https://forums.unrealengine.com/t/remove-or-hide-actor-with-widget-component/400428)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_266d07fa](https://forums.unrealengine.com/u/anonymous_user_266d07fa)\
**Replies:** 6\
**Last updated:** [July 21, 2017, 4:12pm UTC](https://forums.unrealengine.com/t/remove-or-hide-actor-with-widget-component/400428 "2017-07-21T16:12:31Z")

</div>

Try using Remove From Parent. There is also Remove All Widgets which will clear the HUD of widgets.

---

## [Difference between empty level and default level](https://forums.unrealengine.com/t/difference-between-empty-level-and-default-level/395225)

<div class="topic-metadata">

**Author:** [@GT\_Lazard](https://forums.unrealengine.com/u/GT_Lazard)\
**Replies:** 3\
**Last updated:** [June 1, 2017, 10:48am UTC](https://forums.unrealengine.com/t/difference-between-empty-level-and-default-level/395225 "2017-06-01T10:48:59Z")

</div>

Hello i have a very anoying problem, i have created a empty level und had placed my object in it. This Object shoult Spawn an Inventory Item. The problem is, in the default level it spawns correct, but in the Empty lev…

---

## [SpawnActorDeferred need teleport flag](https://forums.unrealengine.com/t/spawnactordeferred-need-teleport-flag/392943)

<div class="topic-metadata">

**Author:** [@Trevor802](https://forums.unrealengine.com/u/Trevor802)\
**Replies:** 0\
**Last updated:** [May 7, 2017, 9:18am UTC](https://forums.unrealengine.com/t/spawnactordeferred-need-teleport-flag/392943 "2017-05-07T09:18:14Z")

</div>

Sorry to bother you guys, I got a problem that when I using SpawnActorDeferred function try to spawn my vehicle Pawn, I will got the warning below PIE:Warning: Warning Attempting to move a fully simulated skeletal mesh…

---

## [SpawnActor use a ROLE\_SimulatedProxy actor as template will be crash](https://forums.unrealengine.com/t/spawnactor-use-a-role-simulatedproxy-actor-as-template-will-be-crash/389795)

<div class="topic-metadata">

**Author:** [@windywang](https://forums.unrealengine.com/u/windywang)\
**Replies:** 5\
**Last updated:** [April 10, 2017, 6:27pm UTC](https://forums.unrealengine.com/t/spawnactor-use-a-role-simulatedproxy-actor-as-template-will-be-crash/389795 "2017-04-10T18:27:13Z")

</div>

FActorSpawnParameters SpawnInfo; SpawnInfo.Template = RemoteActor; //ROLE\_SimulatedProxy SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; SpawnInfo.bNoFail = true; SpawnInfo…

[Next page](https://forums.unrealengine.com/tag/spawnactor/3714.md?match_all_tags=true&page=1&tags%5B%5D=spawnactor)
