“On Prepare XX” events are controlled by the Save/Load World thread.
When you execute “Save Actor” nodes, they do not initiate a new engine thread, so those events should not be executed since it’s code running in Main Thread only.
I will answer your post above, there’s several aspects of the Game Framework you are not considering (not really related with the plugin, but the way Unreal Engine runs);
I will try to explain what is missing with screenshots…