Specific use case is the WaterBody plugin. Created a blueprint from WaterBodyLake. WBL has an actor factory that does a bunch of work including setting up the materials. The BP version does not call any of that.
The root cause appears to be that FLevelEditorViewportClient::TryPlacingAssetObject is early outing from the ActorFactory search because of if ( ObjectClass->IsChildOf( AActor::StaticClass() ) ).
Is there a preferred method of ensuring that blueprint versions of actor factory supported C++ classes are actually getting used?