# Is it possible to save a spawned actor in the level/map itself?

**URL:** <https://forums.unrealengine.com/t/is-it-possible-to-save-a-spawned-actor-in-the-level-map-itself/768173>\
**Category:** Rendering\
**Tags:** savegame, save-level, Procedural-Generation, Level-Streaming, unreal-engine, editor, level-blueprint, Blueprint, question\
**Created:** [February 10, 2023, 4:57pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-save-a-spawned-actor-in-the-level-map-itself/768173 "2023-02-10T16:57:33Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Maderschaden](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Maderschaden](https://forums.unrealengine.com/u/Maderschaden)\
**Post date:** [February 10, 2023, 4:57pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-save-a-spawned-actor-in-the-level-map-itself/768173/1 "2023-02-10T16:57:33Z")

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Hello everbody,

I just wanted to ask if it is in any way possible during runtime (when the game is running/playing in the editor) to save a spawned actor to the actual map/level itself?

I am not talking about save states/SaveObject I really want to save the actor into the level so that it is persistent and shows up in the editor and stays there even when I stop the game.

In other words: Can I persistently modify the level in game during runtime with Blueprints? Something like a “Save To Level”, “Or Save Actor To Level” Node.

And if that is, in fact possible, do you think I can also do it with a Procedural Mesh?

Thx for you help!

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [February 10, 2023, 6:37pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-save-a-spawned-actor-in-the-level-map-itself/768173/2 "2023-02-10T18:37:31Z")

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Unless you want to modify the engine source code, er no.

You need to use a save game.
