( EditorTime ) How to save Blueprint with CallInEditor function ( after c++ ActorComponent creates new Components )?

I’ve Actor Blueprint with ActrorComponent ( c++ )

// ActorComponent.h
UFUNCTION(CallInEditor )
Populate(); // Working

UFUNCTION(CallInEditor )
Save(); // How ?

Populate function is creating UStaticMeshComponents within its Owner hierarchy and it’s all working. I see newly created UStaticMeshComponets as excepted but only on the instance in Scene. Those components are not saved in the BP, so I can’t to put it to another Scene for example.

The question is, how do I make this saved with all my newly created components in the BP, how to implement Save function?
I’ve to mark BP as dirt somehow, or ? Thanks for any clue…Hope it’s clear.