Procedural Foliage Spawner - Spawn Blueprint Actor

Hey, I got the following quick question:

Is it possible to use the Procedural Foliage Spawner to spawn a blueprint, rather then “just” a static mesh. I have some static meshes with functionality and thus blueprints i want to randomly spawn in the world.

If its not possible to use the Procedural Foliage Spawner Volumes what would be the approach to take?

Thanks for your help!

Hey did you ever figure this out? Having a real struggle here

The ProceduralFoliageSpawner uses FoliageTypes, which use arrays of the C++ class type UFoliageInstancedStaticMeshComponent, the class hierarchy for that is

UFoliageInstancedStaticMeshComponent → UHierarchicalInstancedStaticMeshComponent → UInstancedStaticMeshComponent → UStaticMeshComponent

So the answer is no.
But that does not mean you can not make your own c++, or even a blueprint runtime plugin, go and look at the way epic did it *use the bounding box to determine where/when to place instances, and create your own plugin that spawns blueprints, in stead of adding instances.