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How to spawn actors from blueprint in C++?

I'm trying to make a shooting mechanic in C++ and I have no idea how to spawn an actor from blueprint in my Player Class.

Can you help me?

Product Version: UE 4.14
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asked Jan 29 '17 at 02:43 PM in C++ Programming

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avatar image teak421 Jan 29 '17 at 03:44 PM

To add onto what S-ed wrote above, Lauren Ridge has a C++ tutorial on how to make a battery collector game and in it there is a video on spawning volumes. This might help... https://www.youtube.com/watch?v=mSRov77hNR4&list=PLZlv_N0_O1gYup-gvJtMsgJqnEB_dGiM4

avatar image J0K3R_12QQ Jan 29 '17 at 03:54 PM

Thanks for your help

avatar image J0K3R_12QQ Jan 29 '17 at 04:50 PM

Actually, I have a problem.
This tutorial really helped me, but I want to spawn an actor from blueprint and from this I can only understand how to spawn it from a C++ class.
What should I replace to spawn it from blueprint?

avatar image S-ed Jan 29 '17 at 06:25 PM

@teak421 Nice. I didn't know they've updater the tutorial. It one one of the best but code was incompatible with new ue4.

@J0K3R_12QQ Maan. Use search (it's on the top of the page)


avatar image teak421 Jan 29 '17 at 06:26 PM

Has the SpawnActor stuff changed since that tutorial? @s-ed

avatar image S-ed Jan 29 '17 at 06:36 PM

I don't know. The one @teak421 linked is newer. Old one was like back in 2014. And it didn't work since many changes in source were made.

avatar image teak421 Jan 29 '17 at 06:38 PM

I wonder if Epic should just remove the old tutorials because it just confuses people...??

avatar image S-ed Jan 29 '17 at 07:09 PM

Some people may use old version of engine.

Epic just should add some info or link to newer versions. But they're really busy, there's not much people working on web content.

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You need UClass pointer of blueprint class to use it with SpawnActor,

In C++ you can get UClass pointer of any class via static function StaticClass(). It impossible to get blueprint UClass like that because blueprints don't exist in compile time, you need to get UClass in runtime. You either do that with FClassFinder in constructor (it only works there), here example of it with widget blueprint (you can get path by right clicking asset and using "Copy Refrence"):


or there a lot simpler solution, make UClass* varable or TSubclassOf editable in property editor and then set in there, property editor will show both C++ and Bluepritn classes to choose. For example you make class which spawn something, you can make property which decides what it spawns.

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answered Jan 29 '17 at 07:44 PM

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