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HELIX is in Early Access Preview. Some features and documentation may be non-functional or out of date.

Spawning an Actor#

This page explains how to create entities directly using SpawnActor, the low-level Unreal Engine method for spawning actors into the world.

Info

If you want to use simplified constructors like HVehicle() or Billboard(), refer to the API Reference instead.

Tip

This constructor will produce an Actor so it inherits all functions from Actor

Parameters#

  • class: UClass — The actor class to spawn (usually a Blueprint class)
  • transform: FTransform — Location, rotation, and scale for the new actor
  • collisionHandling: ESpawnActorCollisionHandlingMethod — Optional (default: AlwaysSpawn)
  • owner: AActor — Optional actor that owns the new entity
  • instigator: APawn — Optional instigator (e.g., the pawn that created the entity)
  • tag: string — Optional gameplay tag (used internally for classification or filtering)

Warning

When loading Blueprint classes with LoadClass(), always include the _C suffix at the end of the asset path. This refers to the generated class object, not the Blueprint asset itself.

Spawn a Vehicle
-- Blueprint Class
local ProjClass = LoadClass("/Game/Vehicles/BP_Car.BP_Car_C")

-- Location
local Transform = Transform()
Transform.Translation = Vector(1540, 6852, 1000) -- X, Y, Z
Transform.Rotation = Rotator(0, 90, 0):ToQuat() -- Pitch, Yaw, Roll (degrees, not radians)
Transform.Scale3D = Vector(2, 2, 2) -- Uniform scale (x2 size)

-- Constructor (HWorld globally available)
local Car = HWorld:SpawnActor(
    ProjClass,
    Transform,
    ESpawnActorCollisionHandlingMethod.AlwaysSpawn, -- (Optional)
    self, -- Owner (Optional)
    self.Instigator, -- Instigator (Optional)
    "Vehicle.BP_Car_C" -- Spawn tag (Optional)
)

if not Car then
    print("Failed to spawn vehicle!")
    return
end