“Generate Blueprint” currently will always create child actors for every actors inside the prefab. In next update, I’ll add an option to try harvest components instead of creating child actors. (Thanks to the code contribution from you and your team!)
Generate blueprint reference currently is stored inside prefab component but not in prefab asset. The original thought is that one prefab could be used to generate multiple version of blueprint. But that seems over-design and causing confusion. I’ll also change that in next update.
The “Ignore Actor Classes” is a great idea. Will working on that.
Sorry that somehow I totally missed your reply. For the scenario you described, I think maybe adding a new prefab usage window, containing a list of prefab actors, so artist can navigate through the list, and the level editor viewport will zoom to selected prefab actor automatically to make it easier to spot any placement issue.