Hi Hugo,
You’re right, the idea with the Preview workflow is that it does not dirty the actors/content.
However, the workflow usage here is that normally you’ll establish a baseline by first using the “Load As Preview” serialization mode, and then save.
On reload/other sessions, then it will appear as preview and will not be dirtied.
Then, with that in place, you can have the buildmachine ‘update’ the saved data.
You can have a look at the PCG commandlet reference here: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/world\-partition\-builder\-commandlet\-reference -> you’ll want to use the -GenerateComponentEditingModeLoadAsPreview option.
Which makes me realize that it’s missing a description - I’ll make sure this is fixed.
Hope this helps,
Cheers,
Julien