Would there be a way to bypass saving certain objects on an editor level without changing engine code? For example, all actors of class ATemporaryActor would never be saved to the level no matter how many times someone placed it in the world and pressed ctrl+s. The idea is to be able to place these actors, save the map, close the editor, and next time the editor is opened, it’s as if these actors never existed.
The alternative could be to delete every one of these actors right before any attempted save from any source (ctrl+s, drop downs in file, auto save), I’m guessing all of these sources eventually call the same ‘save level’ function, but I’m not sure how to call my function that deletes all my actors right before this 's ‘save level’ process.
I don’t know much about engine architecture in general, let alone UE4’s, so any help or tips to at least get me started would be appreciated!