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UGameplayStatics::FinishSpawningActor

function Engine Blueprint Since 4.8
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticBlueprintCallable

Description

Completes a deferred actor spawn started by BeginDeferredActorSpawnFromClass, running the construction script and calling BeginPlay. Returns the now-fully-initialized actor.

Caveats & Gotchas

  • If Actor is null (e.g., the begin-spawn was rejected by collision), FinishSpawningActor is a no-op and returns null — it does not crash, but callers relying on the return value must still null-check.
  • The SpawnTransform you pass here is what the construction script sees; it does not have to match the transform passed to BeginDeferredActorSpawnFromClass, giving you a window to compute a corrected position between the two calls.
  • UnsafeDuringActorConstruction: same restriction as the Begin counterpart — never call inside a constructor or construction script.

Signature

static ENGINE_API class AActor* FinishSpawningActor(class AActor* Actor, const FTransform& SpawnTransform, ESpawnActorScaleMethod TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot);

Parameters

Name Type Description Default
Actor class AActor* The actor returned from BeginDeferredActorSpawnFromClass.
SpawnTransform const FTransform& Final world transform applied during construction script execution.
TransformScaleMethod ESpawnActorScaleMethod How the spawn transform scale is combined with the actor's root component scale. ESpawnActorScaleMethod::MultiplyWithRoot

Return Type

AActor*

Example

Complete a deferred spawn C++
AMyActor* Actor = Cast<AMyActor>(
    UGameplayStatics::BeginDeferredActorSpawnFromClass(
        this, AMyActor::StaticClass(), InitialTransform));
if (Actor)
{
    Actor->CustomData = MyData; // set before construction script
    UGameplayStatics::FinishSpawningActor(Actor, InitialTransform);
    // Actor is now fully live
}

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

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