I would like to have specific actors that can be manipulated in the editor for every level created in my project. To give an example lets say my project and all of the classes made for it relied on 2 actors being at the start and end of a level. Having those 2 immutable classes for every level created would allow my classes to interact with them as long as they’re on that custom level type. It’s kind of like how a level blueprint can access the actors within the level except my entire project would be aware of a few persistent actors in the level always.
I tried looking in the engine configuration files for something similar to this, but I couldn’t find what I was looking for. Does something like this already exist in UE4 or should I get cracking on altering the source code?
I know about the default classes such as the LevelScriptActor
but that doesn’t allow me persistent actors in my created levels that are manipulative within the editor as far as I know. Honestly it may seem like I’m approaching this in the wrong way. Some advice would also be appreciated.