While creating a Editor Tool plugin to help manage custom levels more easily, I wanted to set a value of in Level Blueprint Script.
RoomLevelScriptActor->Modify();
RoomLevelScriptActor->LayoutMap = tileMap;
This changed the value for a moment (could print it out on beginplay), but opening said blueprint showed default value (None) and after saving it, value was completely reverted.
How to change a value of an actor permanently from code?