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FStringClassReference clsRef = "Blueprint'/Game/MyBlueprint.MyBlueprint_C'"; | |
//AMyActor is my own c++ implemented actor that inherited from AActor | |
UClass* myBlueprintActorClass = clsRef.TryLoadClass<AMyActor>(); | |
auto myBlueprintActor = GetWorld()->SpawnActor<AMyActor>(myBlueprintActorClass); |
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