Aaaaannnnddd…one more thing…I found this new delegate I added to be pretty useful for making adjustments to an actor before it’s destroyed for a load. I’m triggering it in RamaSave_ClearLevel.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRamaSavePreLoadDestroySignature, class URamaSaveComponent*, RamaSaveComponent);
As an example, I’m saving mines in the environment and their detonation effects are triggered in EndPlay. That delegate above allows me to not play those effects when it’s getting destroyed in preparation for a load.