Understood, that would be my fallback plan if this approach doesn’t work.
Another reason I wanted to do things this way is that the function GenerateBattleField() will perform a similar action. When I execute GenerateBattleField() at editor time, this function will create and place multiple static mesh objects into the level, then ABattleField will have a TArray of pointers tracking these objects.
If UE4 wipes pointer references created at editor time by design, then I’m going to de-reference a lot of null pointers at play time. I would like to avoid the act of scanning the whole level in *BeginPlay() *for those static mesh objects and try to reconstruct the TArray in the order I needed those objects to be in.