Instead of using a construction script, you can use a custom event to swop out the meshes, it has to have “fire in editior” enabled. Then just specify this even in the “Post Spawn Function Names”. This way, you can fine tune your pcg by moving the spawned actors around and its mesh won’t be affected by the construction script (which would set the actor to the default your specified your mesh variable or set it to none if no default is specified).