.h
UFUNCTION(BlueprintCallable, Category = "SpawnBlueprintVal", meta = (WorldContext = WorldContextObject)) static void SpawnBlueprintVal(UObject* WorldContextObject, TSubclassOf SpawnBlueprintVal,FTransform SpawnTransform);
.cpp
{ UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject); FActorSpawnParameters SpawnInfo; if(World) { World->SpawnActor(SpawnBlueprintVal, SpawnTransform, SpawnInfo); } }
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