Hi,
So I’ve realized I might have wasted my time on making a system that allows me to make randomized buildings in the editor with Blutility as I can’t seem to find any way of actually saving the components I add with it.
Is there any workaround to be able to save components that I add to the level with Blutility/Call in editor?
I have a wonky workaround of using the Instance Tool by @Nate to turn my already instanced static meshes spawned with blutility into instance actors in the level which allows me to save them, but it’s not a great way of doing it.
I would love to get some help with this, there isn’t much documentation on blutility.