---
title: How to let players spawn objects into their hand
product: Advanced Framework Pro
version: 2.0
engine: Unreal Engine 5.8
updated: 2026-11-01
canonical: https://docs.human-codeable.com/workflows/spawn-objects-into-hand.html
---

# How to let players spawn objects into their hand

Advanced Framework Pro's spawner shows a hologram of an object; when the player grabs it, the real actor is spawned and handed straight to the grip, with no visible pop. Dropped copies despawn on a timer, so a scene can offer tools and parts without pre-placing them or leaking actors. By the end of this you will have a stand the player can pull fresh copies from, in single player and in multiplayer.

## At a glance

```
Level or rack actor
└─ BPC_Spawner (component)
   Spawn Class = your grabbable actor, preview mesh (hologram),
   single instance (bool), despawn time, Spawn Sound
Player controller (multiplayer only)
└─ BPC_PlayerController_ReplicatedSpawner
Runtime: Update Spawner (class + preview), Set Spawner State (show / hide / delete)
Spawned copies carry BPC_Helper_SpawnedActor (despawn timer)
```

## Steps

1. The class you spawn must be grabbable; see [How to make an object grabbable](make-object-grabbable.html).
2. Add a `BPC_Spawner` component to an actor of your own, such as a rack or a table, where the hologram should stand.
3. Set **Spawn Class** to the actor to spawn and give it the mesh to show as the hologram.
4. Choose whether only one instance may exist at a time, and set the despawn time a released copy survives.
5. Optionally set a **Spawn Sound**.
6. For multiplayer, add `BPC_PlayerController_ReplicatedSpawner` to your player controller, so the server spawns and the requesting player owns the result.

[![A freshly spawned object already in the player's hand](../images/AFM_Spawner_result-1600.webp?v=0291ee46)](../images/AFM_Spawner_result-1600.webp?v=0291ee46)

A freshly spawned object already in the player's hand

## Notes

Call **Update Spawner** to swap the class and the preview at runtime, so one stand can offer different things without being rebuilt.

**Set Spawner State** shows, hides or deletes the hologram; use it to make a spawner available only at the right step.

`BPC_Helper_SpawnedActor` is added to each spawned copy: releasing it starts the despawn countdown, picking it up again cancels it.

Multiplayer

Spawn through the replicated spawner, never with a plain Spawn Actor, or other players cannot pick the object up.

`Map_Examples_Spawner` offers a hologram of a showroom shape on a pad, with the type, the despawn time and the reset scale switchable from the table, a rifle stand that hands out one rifle at a time, and a widget panel to spawn from.
