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


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