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( EditorTime ) How to save Blueprint with CallInEditor function ( after c++ ActorComponent creates new Components ) ?

I've Actor Blueprint with ActrorComponent ( c++ )

 // ActorComponent.h
 UFUNCTION(CallInEditor )
 Populate(); // Working

 UFUNCTION(CallInEditor )
 Save(); // How ?

Populate function is creating UStaticMeshComponents within its Owner hierarchy and it's all working. I see newly created UStaticMeshComponets as excepted but only on the instance in Scene. Those components are not saved in the BP, so I can't to put it to another Scene for example.

The question is, how do I make this saved with all my newly created components in the BP, how to implement Save function? I've to mark BP as dirt somehow, or ? Thanks for any clue...Hope it's clear.

Product Version: UE 4.18
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asked Mar 13 '18 at 02:00 PM in C++ Programming

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alex-unrealUGSK
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