Hello! Sorry for reviving this old post, but I am interested in this feature as well. Is it possible by now? What I need is exactly as it is described there. To provide further explanation:
I am procedurally creating e.g. buildings. I use a blueprint for this with widgets and set their variables through the details panel. The blueprint uses other blueprints as well and constructs them dynamically at editor-time. Now, when I bake my project I want to completely remove this building blueprint and all its sub-blueprints from the world. I just dont want it to be included. Yes, this may sound weird, but I am actually going to have another tool which will scan through my world and replace certain blueprints in a way, that I will only have the static meshes left in the editor. Those will be placed statically (as opposed to the dynamic construction). The tool will also set the blueprint that was used to invisible, so that it will not interfere with further development. But I do not want to remove that blueprint entirely, because I want to be able to undo the step above for the case that I e.g. am not contend with the way the building looks. In that case I could simply remove the static representation of the blueprint and turn back to my constructing blueprint, were I tweak the building anew and then turn it static again once Im finished.
The reason I want to do this is simply for performance. I do not need to dynamically construct those objects at runtime, so it is fine if the construction happens only at editor-time.