spawn_blueprint_actor
Instantiate a Blueprint class as an actor in a selected world (editor, server, or PIE) and get back the world identity plus whether the actor has authority.
Instructions
Spawn an instance of a Blueprint class as an actor and report WHICH world took it and whether the actor has AUTHORITY. The default (world absent or 'editor') places it in the EDITOR level, not in play. For anything that must exist for every player during PIE use world='server'; world='pie' is ambiguous and can land on the CLIENT, where the actor has no authority, no AI controller and no server-side existence while looking identical in the payload. The actor is NOT saved into the map: save_level afterwards for an editor-world spawn.
Returns: { actor JSON via DescribeActorObject, world: string, has_authority: bool (AActor::HasAuthority() read off the spawned actor), local_role: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'editor' (default) spawns into the editor level | 'server' spawns into the PIE world WITH AUTHORITY (what you want for anything that must exist for every player: an actor spawned into the client world has no authority and no server-side existence) | 'client' | 'pie:N' | 'pie' (ambiguous: PlayWorld, else the first PIE context -- can land on the CLIENT) | 'game' (alias of 'pie') | |
| location | No | Optional [x, y, z] world location | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] world rotation | |
| actor_name | Yes | Label applied to the spawned actor (SetActorLabel); it is not the object name and is not made unique | |
| blueprint_name | No | Name of the blueprint | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |