You could implement it in the following way:
- Create a structure to keep actor properties needed to save.
You can add other data to this structure, such as a static mesh, materials, etc.
- Create a save game object blueprint and add some variables and functions.




- Create a SaveActor recursive function
- Save Event
- Create RestoreActor recursive function
- Restore Event
- Add an “Ignored” tag to actors in your level to ignore them while saving.
Similarly, I implemented the saving of scenes in my editor:
Example Project UE5 (Contains blueprints from this post)





