I came up with a work around that works for my situation. I’m using a save game object to store configurations for each relevant BP. I’m using a bluetility to iterate through all of the objects that I care about and save/load the variable values from the editor. After I configure the actors, I run the SaveConfig function; If I open the project and configuration is borked, I can run the LoadConfig function to restore the data. It’s not ideal, but it’ll save tons of man hours until the bug is fixed.