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.h (located in pawn header file and assigned in Blueprint editor) UPROPERTY(EditAnywhere) TArray<UMaterialInterface*> Materials; .h (located in pawn manager responsible for spawning them) TSubclassOf<class AMyPawn> PawnClass; .cpp FVector spawnLocation = FVector(0.0f, 0.0f, 0.0f); FRotator spawnRotation = FRotator::ZeroRotator; AMyPawn* pawn = GetWorld()->SpawnActor<AMyPawn>(PawnClass, spawnLocation, spawnRotation); if (pawn != nullptr) { AMyPawn* defaultPawn = PawnClass.GetDefaultObject(); in...