How to detect when actors/components are added to a level or blueprint

I think that is in fact the right way to go. In game, I’d use something like BeginPlay or OnRegister but this is in editor. I haven’t found clear docs on how these things work in editor. Like when I place a new component, is there some kind of way to talk to the editor and have the editor find me an instance of another actor and set things up?

At the moment, all my code runs at the start of the game, but I’d like to have all of my datastructures prepopulated ahead of time.

I’m doing this for a procedural level generator so I don’t always even have instances of these actors existing in the world yet. I’m currently creating fake versions of these actors and streamed levels that exist in a second world separate from the main world, and deleting them when the level generator is done. It would be great if all of this data was already precomputed on the CDO if possible, or saved in an actor that exists in a level.