What's a good way to structure procedural level tiles?

Hey. Making a sort of endless-runner where the player linearly passes through a ‘treadmill’ of procedural tiles that are connected. I’m still working on the structure of the thing, and I’ve run into a snag:

What is the best way to structure a procedural tile asset? My goal is to make authoring the tile as easy as possible for fast prototyping.

I assumed I would simply make a blueprint for each tile and let my gamemode handle connecting them, but in doing so I found I needed to add hundreds of child actor components, by hand, one by one. The blueprint editor simply isn’t as friendly as the level editor.

Level composition doesn’t sound like what I’m looking for – each tile is placed after the next, not at a static location.

Which leads me to the thought I’d need to build a level editor of some kind and then save the built level into some kind of asset file, but I’m not sure what kind of asset file would be robust enough to recreate every game object’s components, variables, and such.

Has anyone dealt with this problem? And if so, how?