Spawn actor using class promoted to variable

Hi,
I’m developing a game, that involves the selection of a hero, which is spawned at a specified location afterwards. I’m trying to achieve this by having a seperate SelectionScreen Level and a MainMap Level, where the selection gets carried over by GameInstance. However, I’m having trouble with the ‘Spawn Actor’ node:

http://puu.sh/i42Cv/ece756c8c6.jpg

As you can see, among other things, I spawn an actor of the class ‘Invoker’ (which is just a duplicate of the example character, but in a different folder and a different mesh + animations) at one of my playerstarts and possess it. So far so good, this works as intended. However, with more characters to come, I wanted to have an array of characters in my GameInstance and choose, which to spawn, similar to this:

http://puu.sh/i438k/31992e23ec.jpg

The ‘Hero Number’ gets set in the SelectionScreen Level so that the correspondent character is spawned and possessed in the MainMap at the start of the game. As you can see, the ‘Return Value’ pin from the ‘Spawn Actor’ node disconnected from the ‘Possess’ node. Trying to reconnect it fails with the reason: ‘Actor Reference is not compatible with Pawn Reference’
At first, I thought I chose the wrong array type and tried to mess around with it, but the interesting part is: If I promote the ‘Class’ input node to a variable, the SAME thing happens, although it should have the fitting type, right? (correct me if I’m wrong, I’m just a noob :wink: )

Long story short: What am I doing wrong?

Have you tried casting?

casting what exactly?

To answer my own question:

As casually said, I tried various castings and got it to work like this:

http://puu.sh/iaIl6/123ba0b5e8.jpg