Screw it then.
Do it yourself.
Add an on end play event.
Set a boolean variable to true and check it in that event.
When true, take that location and store the value of the last transform in an excel sheet/data table.
On begin play, check that boolean, and if true restore it.
When you are done fussing, set the bool to false and the final value is always in that sheet for you.
At that point you need to manually apply the transform.
Note: for a one off is easier to print string so the final transform is in the log file.
If you want to just build a reusable BP class that stores the location and lets you set things up this way it is easier to do - but remeber that unless you come up with a way to solve the data table rows to the item you can only apply this on one item at a time.
Your other option (probably more sane for a videogame) is to use static meshes and not actors.
If you want to turn a mesh into an actor, normally you replace them at runtime.
Check out DynoFoliage: UE4 Interactive Foliage usage videos for examples of what a system like that would function like.
Its not just a foliage thing - but since foliage is a static mesh, well, you get my point…