Can one get Blueprint Components in AActor's PreSave function?

I’d like to preprocess some data for an actor in the editor. This data is calculated from scene components added via blueprint. Ideally the script generating this data would automatically be called whenever the actor gets saved. I’ve found the PreSave function, which seems appropriate for the task, but, as it’s being run on the Class Default Object, no blueprint components are available.

I’ve found that if the actor is open in the editor, I can use the preview actor as a dirty hack to get the data I need, but that does not allow for automation, as it’s perfectly possible to save an actor without having it opened in the editor…

One could of course create a temporary world, and spawn an instance of the actor into that world, but isn’t there a simpler solution?

Edit: I’ve now implemented the temporary world approach (blatantly stolen from FPreviewScene). This allows me to do most of what I wished automatically. However, as it’s a copy of the actor I’m working on, I cannot change anything on the blueprint components. Is there a way to actually edit them in the blueprint from within the actor’s PreSave function?