Problem when loading "Instanced Static Mesh Components"

I have a problem to put the meshes back to where they belong, i can’t use Savegames that i created out of the current game-session. (but it works if i save something, and then load it)

This is what i got, but i have the feeling that the Engine does not know where it should add the meshes (since there is no target-Actor)

Shouldn’t there be some kind of “cast to Actor X”?

Spawn the instance, give it a name, get it’s transform, and then you can store that, or you can break it down. This is sort of what I’m doing, but using the GetRelativeTransform to get the objects pivot instead of using socket information (the parts in black deal with sockets and fixing rotations)


are you able to forloop through all instances on a dedicated server?