# How do I save into the level components added to actors using a blutility

**URL:** <https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869>\
**Category:** Blueprint\
**Tags:** add-component, Blueprint-Utilities, Blutilities, unreal-engine, editor, UE4, question, Blueprint\
**Created:** [June 21, 2018, 9:48pm UTC](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869 "2018-06-21T21:48:51Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Ratamorph](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ratamorph](https://forums.unrealengine.com/u/Ratamorph)\
**Post date:** [June 21, 2018, 9:48pm UTC](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869/1 "2018-06-21T21:48:51Z")

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Anyone know how to save into the level a component added to an actor using a blutility? Here’s how I’m adding the component, it gets added but the level isn’t marked as dirty and even if I force it to save, the component isn’t there when I reload.

 ![245062-screen-shot-2018-06-21-at-42706-pm.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/b/c/cbc565f35c3a764cb1af7953e3bbb409df42fb23.png)

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**Author:** ![Anonymous\_e5d5c0bf7d300728867097ff79906dbe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_e5d5c0bf7d300728867097ff79906dbe](https://forums.unrealengine.com/u/Anonymous_e5d5c0bf7d300728867097ff79906dbe)\
**Post date:** [June 1, 2019, 5:54pm UTC](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869/2 "2019-06-01T17:54:49Z")

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Did you find the Answer?

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**Author:** ![MoP](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MoP](https://forums.unrealengine.com/u/MoP)\
**Post date:** [August 12, 2019, 1:10pm UTC](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869/3 "2019-08-12T13:10:06Z")

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I’m also interested in knowing if this is possible. At the moment it seems like Components constructed via calls from Blutility or Editor Widgets do not actually appear in the placed Actor’s component list - I guess they are transient?

This also means that if a Blueprint instance is modified in the level via a Blutility, and then the Blueprint base class is changed and recompiled, any new Components added to an instance in the level will disappear.

This doesn’t happen to Components that are added to Actor instances manually.

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**Author:** ![Louspirit](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/louspirit/32/608756_2.png) [@Louspirit](https://forums.unrealengine.com/u/Louspirit)\
**Post date:** [April 28, 2023, 10:02am UTC](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869/4 "2023-04-28T10:02:29Z")

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Any news on this?

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**Author:** ![PDubulous](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pdubulous/32/1194655_2.png) [@PDubulous](https://forums.unrealengine.com/u/PDubulous)\
**Post date:** [April 2, 2025, 9:28pm UTC](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869/5 "2025-04-02T21:28:51Z")

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This works in 5.3

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/9/c/19c858641ac25cd8d0ab4e96d0ba4b99be9920d3.jpeg)

[Editor Utility for adding an Actor Component to an Actor posted by PDubulous | blueprintUE | PasteBin For Unreal Engine](https://blueprintue.com/blueprint/x60_fjrp/)
