Saving and loading locations and properties of objects while being in editor. How to do?

Ok, thank you very much!

Now, since I am an absolute newbie with BluePrints, please excuse me taking this thread as an opportunity for further learning.

I now created a widget, succeeded getting a list of all actors within a level and also inherited my own BP_SaveGame from the “save game” class.
I also created a structure that can hold a transform and a memberID as a string, like “directionallight_0” or so. This naming convention seems to be the system for identifying a unique actor in the level, right?

Now I want to serialize all the transforms together with the memberID-string.

Would you say, that this is a good approach or would you have chosen another? and if so, why?

Thank you so much!

Martin.