and how did you added other actors in the actor? do you mean as child actor components inside the empty actor?
actors dropped in the editor are instances of the actor class you have in the browser. if you change default values to the actors in a level, those changes belong to that instance. You cannot update default class values with a placed instance class.
To serve as a place holder for thousand other actors inside.
and how did you added other actors in the actor? do you mean as child actor components inside the empty actor?
yes
Shame that I cannot do this.
I used the pipeline: Import Into Level, imported a fbx file with thousands of static and other type of meshes. Then I just grouped them under on actor that serves as a controller of the imported ones. I want everything in one Actor. That’s the concept of a Prefab.
Ok, I understood that there is simply no way of doing it.
I will look into making a plugin or something that runs trough every actor in my parent actor, then creates new blueprint out of that. If possible. In Unreal, there is nothing simple, everything requires extra work, and there is extra few crashes while doing that.
For your information, there is one plugin named Prefab Tool available on marketplace (paid).
The plugin is not mine, but I thought that you must know it.