[PLUGIN] Savior

@BrUnO_XaVIeR Hey so your plugin mentions a “NO destructive workflow”. How do I go about destroying procedural actors that are spawned and saved on one slot, that don’t exist in another slot? Your plugin doesn’t seem to handle this and those procedural actors will just stick around. I’m not using bResetLevel on my LoadGameWorld() call, and I’d like to avoid doing so because it would no longer be a non destructive workflow. Am I expected to manually destroy procedural actors that don’t have a saved record in the save slot I’m loading, or should your plugin handle this and I have something setup wrong?