So you make a array variable in the save game for all transforms

Each blueprint has an integer ID, which you can set for each one ( if there’s a lot, tell me ).
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And each blueprint saves it’s location like this:
( Obviously the actual code to use the save game is what you already have here. But you wouldn’t want to write that in every BP. So, you either need to use class inheritance, then they all have the same code, or you need to put it in a macro library. )
And each BP can load like this:
Again, you need the macro etc, but this is the concept. Each actor has an ID and uses one of the array slots.

