Is there a way to make actors created at runtime stick around after the game is stopped?
I’ve spent some time removing dependency on the TBS_GameMode so that I can use a Call-In-Editor event to spawn levels, which works fine when called on Begin Play, but fails somewhere in the process when run from the Blutility drop down (via the Call-In-Editor event I made).
Edit: Got it working, though hitting play seems to “disappear” the instances and their transforms from the InstancedStaticMesh components. I set up a work around where I simply store the number of instances and the transforms for each, and then restore them on begin play (or via a Blutility event on GridData to refresh them in editor after playing).