Blueprint compile turns RF_Transient actors into RF_Transactional ones

My current workaround is to use a persistent property to mark procedurally placed entities (my custom actor) as proc-gen placed and use this to validate and restore the transient flag in an AActor::OnConstruction override.

	//verify transient status
	if(bWasProcedurallyPlaced)
	{
		if(HasAnyFlags( RF_Transactional ) || !HasAllFlags( RF_Transient | RF_DuplicateTransient ))
		{
			//has lost it's transient status, force back		
			UE_LOG( LogXXX, Warning, TEXT( "Restoring transient status of entity that has lost it: %s" ), *GetName() );
			ClearFlags( RF_Transactional );
			SetFlags( RF_Transient | RF_DuplicateTransient );
		}
	}